Showing posts with label magician. Show all posts
Showing posts with label magician. Show all posts

Friday, June 8, 2012

How fast can you fly with your magician in shadowrun 4

Today, reading the book, i spend some time on the levitate spell. And i realize something :

In this game, you can fly very very quickly!

Let's compute some little thing :

The levitate spell say that the subject can be moved at a movement rate equal to the Force of the spell X net spell casting hits in meter per turn ( In the 20th anniversary edition, check the errata if you have a previous one) . This is quite awesome !

So if you overcast your spell, at a force 12 , and that you have an average 15 dice for your spell casting roll ( 6 in magic + 5 spell casting + 2 spa manipulation + 2 power focus for example ), this mean an average 5 success on your roll.

So you're value is 12 * 5 = 60 meter per combat turn. But remember that a combat turn is 3 second, so we have a 20 meter / second. Great, this mean we have reach 72km/hours. Not so bad.

But we can enhance this again :)

Let's look now on the movement critters power. This allow you to multiply or divide the target's movement rate by the spirit's Magic. And when you summon a spirit, his magic is equal to the spirit's force. So let's keep min-maxing, and we will summon a force 12 spirit ( and hope you survived the summon ^^. This is an average DV of 8 for the drain, so you should survive it).

So now, your speed could be increase by a 12 factor.

20 meter/second * 12 = 240 meter/second, this mean 864 km/hours . Great ! , you ve got through the sound barrier ! And you re even faster than the concorde ! (Speed example)

Now, if you push yourself a little more, you can almost reach Mach 1. How ? Just add some edge to your spellcasting test for example.

You can roll 18 dice : 6 (magic) + 6 (spellcasting) + 2 (specialization) + 2 (power focus) + 2 (mentor spirit). If you add an average 4 edge for example, you have around 22 dice with the rule of six, meaning around 25 dice. An average 8 success by the end.
So your speed in meter will be 384 meter / second , this mean 1 382,4 km/hours. A little bit above MACH 1 .

But, don't forget something : Can you survive this speed ? Because you will get the frictional force in your face ! And this will slowly burn your skin. So if you have something to protect you from this, wear it !

As an information, here is the fly speed of a great dragon using a levitate spell with a force of 24 and  summoning a spirit of air with a force of 24 ( assuming he survive the summon).

24* 8 ( average roll result of magic 12 + spellcasting 8 ) =   192 meter by combat turn, so we divide by 3 to have 64 m / second. With a 24 force spirit , this mean a 1536 m / second, around the speed of a rocket 5529, 4 km / hours.

If the dragon add his edge to the spellcasting test , he will have 26 dice, with 4 possible 6 coming up, this mean an average 10 result.

Base on this we have :

24*10 = 240 / 3 = 80 m/S *24 = 1920 m / s = 6 912 km/hours.

Sunday, May 20, 2012

Shadowrun 4 : The dwarf magician

Dwarf Magician
Race : Dwarf / Cost : 25pt
Attribute : Magician (15 pt) , Mentor spirit(5pt) , Focused concentration 1 (10pt)
Attribute cost : 215pt
Bod Agi Rea Str Cha Int Log Will Edge Ess Mag Init IP
4 1 4 3 1 1 5 6 3 6 6 5 1
Skill cost :  98pt
  • Spellcasting : 6
    • Spe : Combat
  • Dodge : 4
    • Spe : Ranged combat
  • Counterspell : 4
    • Spe : combat
  • First Aid : 4
    • Spe : Drain damage
  • Ascencing : 4
    • Spe : Aura reading
Spell list (30 pt) :
  • Mana ball
  • Acid stream
  • Armor
  • Improved invisibility
  • Increase reflex
  • Levitate
  • Shapechange
  • Mob control
  • Heal
  • Mana barrier
Equipment cost : 19 pt / 3000 nuyen left

  • Power focus lvl 2
  • Sustaining focus (manipulation) lvl 3 (30 000 + 3BP (binding))
  • Sustaining focus (manipulation) lvl 3 (30 000 + 3BP (binding))
  • Sustaining focus (health) lvl 3 (30 000 + 3BP (binding))
  • Camouflage suit + helmet ( 9/8) (1400 nuyen)
  • Medkit lvl 6 ( 600 nuyen)

total point = 417 / PB = 10 / SB = 11 / Armor : +9/+8


Some explanation on this template : 

- First, the spell casting is on combat, to have the maximum value. If you cast a combat spell , you will have roughly about 6 (skill) + 2 (spe) + 6 (attr) + 2 (spirit) + 2 (foci) , this mean 18 dice. If you want to pump it up, you can use your edge, rolling 21 dice, and with the rule of six, you could possibly have 24 dice, having an average 8 hit. If you overcast your combat spell to the maximum value (12), you have a DV around 13-20 , depending on the resistance test of the opponent.

- Second, the first aid. With your hight logic, you can cure some of you wound, particularly the one coming from drain. Even if it s better to have your friend heal you, being able to heal them in combat is some good point. You will roll around 17 dice, this mean you can heal a reasonable amount of wound and if it is not enough you have the heal spell ( but remember that the heal spell can't heal drain dammage).

- The two manipulation sustaining focus will help you sustaining your armor, shape change, levitate and mana barrier spell. The health one is to have the increase reflex spell linked to it and allow you to have more action than other people.

- This template is based on 417 point, but i haven't add drawback in the creation, so you freely gain 35BP by adding some.

- The shape change spell is a good way to get out of the fight, or to stay unnoticed by common people. Who would start firing at an eagle, dog, cat or else. If you need some extra PB , just change in a big cat like a tiger, this spell allow you to take the base value of the animal, and each net hit will add one to the base value of the animal. ( and this could also help you improve your strength ). Tiger have a body of 6, and if you want it on your sustaining focus, you can cast it to force 3, allowing you to reach 9 for your body value . Also notice that an human is an animal (but an orc , troll, dwarf or elf are considered paracritter)