Seerow
2011-04-02, 07:19 PM
So, there's a discussion in the 3.5 forum discussing making Matt/Perrin/Rand in 3.5. As the discussion was going on, I realized this would be much easier to manage in Shadowrun.
Rand: Some ridiculously high powered caster, like a grade 14 initiate with magic maxed, with aspected mystic adept (sorcerer), and aptitude sorcery. He has most of his magic pumped into spellcasting, but enough under mystic adept to explain his skill as a swordsman. Probably has a lot of the metamagics invested into extra power points, so he can enjoy the full use of his magic for casting while still having some casting. ie as a grade 14 initiate, he's taken extra power point say 6 of those 14 times, giving him 6 points of adept powers, with the other 20 points invested into the casting portion of mystic adept, so he has access to the full 20 magic for casting.
So with his 20 magic with 10 sorcery and a sa'angreal that is effectively something ridiculous like a force 10 power focus, and he can split up his dice pool to cast 10 spells at once, cast them at a moderate force and you can just buy the successes on the drain test, but doing them a bit stronger makes it so you can't just buy it, and are going to wear down like that.
He doesn't even require much in the way of house rules, just a way higher power level than is typically expected in a shadowrun game.
The big problem is the lack of teleportation available in shadowrun.
Perrin: A high initiate grade adept with Berserk, Animal Empathy, Astral Perception, Astral Projection (this requires house ruling I believe, not usually available to adepts.), with a high astral combat skill, Improved Sense, and a high powered weapon focus for the hammer. Other powers may also seem fitting and can be added depending on how awesome you want him to be. For example you could take enhanced perception, some power that is the equivalent of enhanced pheremone perceptors, etc. Likely also has ranks in leadership. A homebrew quality that gives effectively a Mindnet that automatically links with any wolves within range would be the best way to describe his relationship with the wolves besides just general animal handling bonuses.
The bonus to using shadowrun for Perrin is that Astral Space in Shadowrun much more closely mirrors the world of dreams than astral plane in D&D. Even the way combat is handled, where you need to be trained specifically in it, and how things that happen in astral space can affect your meat body.
Matt: He's harder. He'd have a ton of random knowledge skills, with a top tier logic/intuition to back them up. Another adept, with lucky quality, and maxed out edge. Unfortunately I can't find a way to get above 8 edge, which is rather disappointing. That's a lot of rerolling, but compared to what Matt demonstrates? Not really. Maybe a second quality expanding on lucky that lets him throw his edge in dice on certain tests (such as gambling) without actually spending an edge, or helps his edge refresh faster than normal.
A lot of Matt's adept powers are going to increasing his stats to their augmented maximum. Agility, Charisma, Logic, Willpower, Reaction, and Intuition should all be pretty high, and agility, reaction, and logic should be approaching or at cap.While strength and body are at least above average (a 4-5).
Then he would have high social skills to complement that charisma, along with leadership/intimidate, with the appropriate adept powers backing it up (Commanding Voice, Cool Resolve, Kinesics, Improved Skill for appropriate skills). Then give him combat sense to represent the whole "dice rolling in my head something bad is going to happen" thing.
His Ashandrei would be a high quality weapon focus, For the Medallion, I'd say a houserule that lets Matt use a shielding focus without actually having shielding effectively granting him shielding, it's a dual shielding focus/counterspelling focus, and between them it would get him effective immunity to magic (it's still honestly a bit weak compared to the real thing, but the alternative is making a new custom immunity focus for him. And if his initiate grade is anywhere near the level assumed for rand to let him get 10+ spells off in a round, then a similar quality shielding/counterspelling focus means he's resisting any spell cast at him with 30+ dice, which covers just about anyone), then ranks in Magic Sense adept power to represent the detecting magic.
Any thoughts/comments? Anything I missed that would get the qualities being aimed for without random houseruled effects?
Rand: Some ridiculously high powered caster, like a grade 14 initiate with magic maxed, with aspected mystic adept (sorcerer), and aptitude sorcery. He has most of his magic pumped into spellcasting, but enough under mystic adept to explain his skill as a swordsman. Probably has a lot of the metamagics invested into extra power points, so he can enjoy the full use of his magic for casting while still having some casting. ie as a grade 14 initiate, he's taken extra power point say 6 of those 14 times, giving him 6 points of adept powers, with the other 20 points invested into the casting portion of mystic adept, so he has access to the full 20 magic for casting.
So with his 20 magic with 10 sorcery and a sa'angreal that is effectively something ridiculous like a force 10 power focus, and he can split up his dice pool to cast 10 spells at once, cast them at a moderate force and you can just buy the successes on the drain test, but doing them a bit stronger makes it so you can't just buy it, and are going to wear down like that.
He doesn't even require much in the way of house rules, just a way higher power level than is typically expected in a shadowrun game.
The big problem is the lack of teleportation available in shadowrun.
Perrin: A high initiate grade adept with Berserk, Animal Empathy, Astral Perception, Astral Projection (this requires house ruling I believe, not usually available to adepts.), with a high astral combat skill, Improved Sense, and a high powered weapon focus for the hammer. Other powers may also seem fitting and can be added depending on how awesome you want him to be. For example you could take enhanced perception, some power that is the equivalent of enhanced pheremone perceptors, etc. Likely also has ranks in leadership. A homebrew quality that gives effectively a Mindnet that automatically links with any wolves within range would be the best way to describe his relationship with the wolves besides just general animal handling bonuses.
The bonus to using shadowrun for Perrin is that Astral Space in Shadowrun much more closely mirrors the world of dreams than astral plane in D&D. Even the way combat is handled, where you need to be trained specifically in it, and how things that happen in astral space can affect your meat body.
Matt: He's harder. He'd have a ton of random knowledge skills, with a top tier logic/intuition to back them up. Another adept, with lucky quality, and maxed out edge. Unfortunately I can't find a way to get above 8 edge, which is rather disappointing. That's a lot of rerolling, but compared to what Matt demonstrates? Not really. Maybe a second quality expanding on lucky that lets him throw his edge in dice on certain tests (such as gambling) without actually spending an edge, or helps his edge refresh faster than normal.
A lot of Matt's adept powers are going to increasing his stats to their augmented maximum. Agility, Charisma, Logic, Willpower, Reaction, and Intuition should all be pretty high, and agility, reaction, and logic should be approaching or at cap.While strength and body are at least above average (a 4-5).
Then he would have high social skills to complement that charisma, along with leadership/intimidate, with the appropriate adept powers backing it up (Commanding Voice, Cool Resolve, Kinesics, Improved Skill for appropriate skills). Then give him combat sense to represent the whole "dice rolling in my head something bad is going to happen" thing.
His Ashandrei would be a high quality weapon focus, For the Medallion, I'd say a houserule that lets Matt use a shielding focus without actually having shielding effectively granting him shielding, it's a dual shielding focus/counterspelling focus, and between them it would get him effective immunity to magic (it's still honestly a bit weak compared to the real thing, but the alternative is making a new custom immunity focus for him. And if his initiate grade is anywhere near the level assumed for rand to let him get 10+ spells off in a round, then a similar quality shielding/counterspelling focus means he's resisting any spell cast at him with 30+ dice, which covers just about anyone), then ranks in Magic Sense adept power to represent the detecting magic.
Any thoughts/comments? Anything I missed that would get the qualities being aimed for without random houseruled effects?