No, not that kind of 'au natural'.
Concept: Melee mage with an Elemental Aura (Blast). Did extra damage through Blast. Special sword swing with Death Touch, since it's just a touch attack it's okay with my GM if I slap someone with the katana (no reach mod for it though).
Well my first question would be, how set are you on being a Mystic Adept as opposed to a straight Mage? Secondly did your DM actually sign off on "Clubbing" as an addiction? (If Coffee and Cancer Sticks don't count, I doubt clubbing should either, but it's not my game.)
You have alot of specializations, and from a straight number crunching perspective it's better to buy them with Karma as opposed to to BP.
Summoning (Other Spirits)?
Whoops, those'd be Guardian Spirits. Forgot to change 'em.
"Clubbing" is the whole scene. BTLs, drugs, alcohol, and dancing, and he signed off on it when I still had Gymnastics instead of Dodge. I may have to change it.
I think I can get away with removing a few of the specializations.
As for being a Mystic Adept... not very. But Traceless Walk just sounds so yummy. Originally this guy was just a Mage that could swing a mean sword.
Yeah, for the choices you made I don't see a very compelling reason to keep him as a Mystic Adept except in the case that it was the entire concept for your character. Which it doesn't seem to be story-wise. You'd be much better off just going as a full Magician. (Oh, and Levitate = Traceless Step whenever you need it to.) I mean, you really don't have any of the unique combat abilities available to an Adept. Even Combat Sense can be duplicated through other means.
So, yeah. I'd turn him into a Magician and just focus on his melee abilities through Weapon Foci and Skills. Considering how "meh" melee combat is in this system, you either have to go all out with it or settle for being mediocre to useless at best when it comes to melee.
Originally I wanted a fist-fighter. But I had to sink so many power points just to get it Unarmed to be acceptable.
I suppose you're right about Levitate. But I wonder if it'll be the same to run up behind someone quietly and unseen, seeing as how I'm already planning on running Blast Aura or Improved Reflexes sustained while doing so (without a focus).
I guess it's just a need in me to get in there and start swinging away. My first character was just a street sam (which this was supposed to be an update on him, kinda) and I poured 40 points into the Close Combat skill group and put 20 in Firearms. And I ended up using Firearms more often than not.
This mage's concept really was to deliver spells at melee range. Touch spells that is. Death Touch with a sword essentially. But I also wanted him to have an elemental aura. And I didn't want him to be a ninny in gunfights either.
And of course, to not be completely one-dimensional so he'd have some Influence and sneaking about skills.
I think I can let go of the Mystic Adept path. The +2 on ranged defense can be replicated, and well Mystic Armour's okay. I suppose I can also handle Traceless Walk with a combined summon to Conceal myself and with other spells. I had wanted Traceless Walk in the hopes that I would not set off magical sentries in the area; but I saw the flaw in that little plan--anything that could spot the spell would surely be looking in Astral Space where he'd be quite visible in a no-go zone.
Hell, I might even go back to Unarmed if I go with a Magician. Just to give the whole "I'm unarmed and therefore helpless" shtick some shock value. But he'd hit like a wimp for 2S base even with Strength 4. So I guess it's Blades to be of some moderate use.
It might even make the Face side work a bit better too, with a slightly more conjuring-focused magician. Conceal the party, attack this and watch out for that, etc.
Question: Does a Chameleon Suit's negative to Perception stack with Concealment? Or for that matter Physical Camouflage/any other negative perception modifiers?
EDIT: And of course, there is the Stealth spell... duh? Can't believe I missed something that obvious. Ha well.
Low strength unarmed isn't as bad as you'd think, actually, if you have a shock glove. You'll only deal stun damage, but frankly, a lot of characters have a hard time dealing physical in melee without resorting to a monowhip anyway. Another plus with shock gloves is that even if your opponent has non-conductive armor they still have to try and resist the knockdown effect and cope with the disorientation penalty. You could also try the Monofilament whip paired with a weapon focus, which is quite potent in a pinch. Still, I can't wholeheartedly support going with melee on a mage. I only do that myself if I'm taking gymnastics instead of dodge and want to have as many bases covered on defense as possible. Even if you invest in the agility and skill to abuse touch range spells, shock gloves or a monowhip, you still end up having to be rather careful in melee. A dwarf, troll or ork wrestler can use the subdual rules and their high strength score to locks on weaker characters rather easily, and mages often opt to use strength as a bit of a dump stat.
| QUOTE (Marwynn) |
| Hell, I might even go back to Unarmed if I go with a Magician. Just to give the whole "I'm unarmed and therefore helpless" shtick some shock value. But he'd hit like a wimp for 2S base even with Strength 4. So I guess it's Blades to be of some moderate use. |
Sadly, you can't take geasa for individual spells. I, personally, allow them in place of a fetish limitation (with fetishes being rolled into the Talisman rules)... but that's a house rule. But it's one that allows for a lot more color and customization for magicians, which is something I strive to see. Was hoping they'd change that in SR4, but alas...
| QUOTE (Marwynn) |
| Question: Does a Chameleon Suit's negative to Perception stack with Concealment? Or for that matter Physical Camouflage/any other negative perception modifiers? |
Well personally if a Mage takes the "Gesture Geas" in my campaigns, the gestures can be whatever the Mage wants given that it is a self imposed limitation, so "punching" can be the Geas for Stunbolt, and the "Jedi hand Wave" the gesture for the various mind raping spells.
If you are using touch-based spells, then your Strength shouldn't be that important. In fact, you are better off trying for a touch rather than a punch. One, it gives you the +2 touch-only attack bonus (pg. 148), and two, it lets you use the rules for grazing hits (pg. 139), if your GM uses those.
The downside to touch spells is that you have to make two successful attacks (one melee and one spellcasting) to affect someone once. The upside is that the low Drain on touch spells lets you overcast them without too much risk (casting a Force: 9 Stun Touch spell, you only need to soak one point of physical Drain).
I don't suppose I could use a Shock Glove on top of a touch-based spell eh? Hehe. In any case I'd probably be sustaining an Elemental Aura (Blast) spell to at least give those wrestlers some pause.
"Quick! Grab that odd looking mage that's surrounded by the violently shuddering haze!"
It'll be melee combat so the spell should still deal its damage in force. And it'll have a knockdown effect too... it may just work out.
Though I don't know about taking a Geas for it. I've been restrained enough times by this GM in other games that I'd probably need to have 3-4 in Escape Artist to cast a spell.
Touch-based works for me. Gives me the option to cast a Stunball at range too.
I can get away with two successful attacks; with a Magic 4-5 / Spellcasting 4(6) or plain old 6 and Unarmed 6(8) in Martial Arts I think I'll make do. (Maybe Martial Artist spec might not be the best idea?)
Wait, by the Touch "attack" wording it also counts as melee combat right? Does that mean the Elemental Aura spell would also deal its net hits as damage?
I think I like this non-adept better.
Background Concept:
For some extra boost, you might want to look into being a possession tradition mystic adept. Summoning a spirit and having him possess you gives you +Force to all your physical stats (up to your usual augmented max) which would be sweet for a swordsman adept. You'll need to Initiate and take Channeling after your first run though to make it really work (without Channeling you can't use your skills or your adept abilities while possessed). I also think the "special effects" of being possessed by a powerful spirit is really cool, with the glowing eyes and "There is no Dana, only ZUUUUL!"
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