So, I thought of a physical adept, who does parkour. For people who are unnaware of what this is, (be ashamed) I'll include http://www.youtube.com/watch?v=TPIw3cv8Zls
I was thinking of very high reaction, very high strength, some falling skills, maybe some knowledge skills that fit in with the whole theme. I have my own concept, though not here so I can't post it, but I was wondering what the Dumpshock community would make of it. So I invite you, yes you, to make something. Prefferably with the 3rd edition rules, so I can maybe use it one day. ![]()
So, go on, show me something. I'd appreciate it. Thanks.
I'd say base physical stats close to the max.
For powers, I'd suggest Boosted Attributes for some extra dices in a thight spot, Increased skills on Gymnastics/Climbing, possibly Great leap, Catfall, Wall Running, Sliding. You may also considerTraceless Walk. While not directly connected to his main skillset it is a not too expensive shadowrunning help.
If you plan to burn a bit of essence, things like Balance Augmentation can go nicely along. If I remember correctly bioware in 3rd was much more of a pain for the Awakened characters, so bioware like Enhanced articulations or Synthacardium may be a bad idea.
my favorite long running character started with that same idea.
surge: retractable claws, Prehensile Tail
adept powers:Adhesion 1, Gliding 1, Wall Running 1, Quick Strike 3
Or. you could go path of the magician, and just take 1 point of it instead of gliding. this will let you have the sorcery skill, and there in be able to spell defense.
athletics 6 is a must. as you soak falling damage with it. i find the falling powers a bit of a waste of power points.
Hmm, magician... Maybe that would be a good idea, but I don't like it that much. I don't think it fits. So far so good though..
I just miss the guy with the shotgun lodge a slug in his back there in the end...
Tiny Deev? Hah, I think I can take a wild stab at who this is. ![]()
I can't remember whether it was on here or Shadowland but I remember someone posting a very good short piece of fiction about an adept based parkour style shadowrunner, I think he was an ork but couldn't say for certain, going up against a Japanese cyber based company man that was hunting him. I'll try and dig it out.
The physad in my SR4 game went with this build. It's working out well so far and makes for some fun combat maneuver descriptions. Caveats are 500 BP and allowing one skill group to be taken at 5 instead of 4. We also house-ruled Wall Running to make it a bit more effective.
Body 5
Agility 6
Reaction 6
Strength 5
Charisma 5
Intuition 3
Logic 2
Willpower 4
Edge 3
Magic 6
Initiative 9
Initiative Pass 2
Skills:
Unarmed Combat 6
Influence (Group) 1
Perception 4
Firearms (Group) 1
Escape 1
Athletics (Group) 5
Infiltration 3
Etiquette 2
Qualities:
Perceptive
Muay Thai +1 DV
Muay Thai +1 DV
Adept Powers:
Great Leap 4
Killing Hands
Critical Strike 2
Improved Reflexes 1
Wall Running
Freefall 4
Penetrating Strike 2
He's planning on taking Gliding for the first Initiation.
And he shall be called Alex Mercer....
- J.
I would like that Critias. Eventhough I'm slightly envious that the little story I wrote on my Ipod isn't THAT original afterall.
And to 32. I'm not his penis, no, much much worse.
A parkour adept is relatively easy to make in SR3. Athletics isn't a skill group - it's a single skill. And SR3 adepts, like other awakened characters, start out with a full 6 points of Magic. So get athletics: 6, improved ability/athletics: 6, and there you go.
The only question is how to spend your remaining 4.5 power points. If you want to be the absolutely best parkour adept and nothing else, you could get flexibility: 2, freefall: 6, great leap: 6, and traceless walk. But for shadowrunning, most builds would be better off picking up either improved reflexes or some close combat-enhancing abilities.
http://www.shadowland.org/Main/User%20Pages/objects/page3779.html
Tyler's parkour Adept powers focused on Improved Athletics, Wall Running, Great Leap, and Freefall. He also bought Centering (Physical Skills) with his first metamagic. Synthacardium bioware and Balance Augmentation cyber rounded out his runny-jumpy tricks, and he had the rest of his stuff dedicated to combat (since if ALL you can do is run and jump, what do you do when you get there?).
He's one character I really wish I'd been able to play more.
Thats not a bad story, guy. I enjoyed it. Thats kind of what I am going for.
I actually first got the idea from trying to figure out how to make a "Prototype"-character in Shadowrun. Seemed to overpowered to me, so I went with this instead.
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