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Dumpshock Forums _ Shadowrun _ "best" adept powers?

Posted by: GlassJaw Oct 28 2004, 04:18 PM

I've been working on an adept with NSRCG and was just wondering if I'm on the right track as far as selecting powers goes.

I usually start out with taking Improved Reflexes 2 (3 PP's). After that, I try to max out my physical abilities up to their racial modified limits. That way I can use more attribute points in Int and Will. This usually takes 1.5-2 PP's (3-4 points at 0.5 PP each).

That leaves around 1-1.5 PP's left, give or take. I was also thinking of being an archer so I took Quick Draw as well (0.5 PP).

Does this look ok? Are there other powers that I would be better to spend my points on? Bear in mind I don't have MItS yet but I hope to get it soon. Thanks!!

Posted by: Nikoli Oct 28 2004, 04:19 PM

I'd wait for MitS and SOTA:'64 before that. Though SOTA:'64 isn't in NSRCG that I know of, though some are working on it.

Posted by: Stumps Oct 28 2004, 04:20 PM

oh no....no no no....
let's see...um...underworld93.com might help you out

Posted by: GaiasWrath8 Oct 28 2004, 04:23 PM

What is does State of The art have more magic stuff?

Posted by: Doctor Funkenstein Oct 28 2004, 04:23 PM

The thing is, not all adepts are the same. What's best for a melee-oriented adept isn't the best for a gunbunny-adept. What's best for an athletic adept isn't the best for a stealth adept. etc.

Posted by: Nikoli Oct 28 2004, 04:24 PM

And on top of that, SOTA:'64 gives you The Artistic Adept and the Social Adept as well

Posted by: Eyeless Blond Oct 28 2004, 04:30 PM

One thing I've seen though is that the attribute bonus powers are kind of a waste most of the time. Usually it's far better to get 'ware and geas it (or even *don't* geas it) for stat boosts, and spend your power points on more interesting powers.

One thing I find incredibly useful are Improved Sense powers. I usually spend at least 1 full point on senses; being natural they're always better than the sammie's, which is really cool.

Posted by: Nikoli Oct 28 2004, 04:37 PM

And you take the grade you want, select sound filter power at lvl 1 is .25 same as level 5

Posted by: Everfast Oct 28 2004, 05:41 PM

How would you describe the 'natural' functioning of a select sound filter? It would seem like it would require a great deal of concentration.

Posted by: mfb Oct 28 2004, 05:51 PM

no more than the cyberware version does.

Posted by: Nikoli Oct 28 2004, 06:06 PM

I didn't write the rules. Thinkof it this way, some folks can filter out the background noise in a bar when talking to someone, others can't. There's no real concentration involved, just a general knack for filtering out the stuff you don't need at the moment.

Posted by: Nath Oct 28 2004, 06:14 PM

Actually, everybody is normally filtering sounds all the time. It's very uncomfortable for people with hearing loss, since that filtering capacity have been damaged, hearing aid restore a normal level for all sounds.

Posted by: GlassJaw Oct 28 2004, 06:15 PM

So is the general consensus to get MItS? I plan to get it but is an adept grossly inferior if you just use SR3?

QUOTE
One thing I've seen though is that the attribute bonus powers are kind of a waste most of the time. Usually it's far better to get 'ware and geas it (or even *don't* geas it) for stat boosts, and spend your power points on more interesting powers


Could you maybe go into a bit more detail why? Attributes are the most expensive to increase so I figured boosting those would be the bet along with taking a few other powers. The senses are fairly cheap so I would just use karma on those. I've never played an adept so I don't know what is best in-play.

Here's the character I was working on:

Ork PhyAdept Archer/Face/Martial Artist
Sum to 10:
Ork - 1
Magic - 3
Attributes - 4
Skills - 2
Resources - 0 (I'm po')

B - 9 (4+3+2)
Q - 6 (5+1)
S - 8 (4+2+1)
C - 5 (6-1)
I - 4 (5-1)
W - 6 (6)

Athletics - 4
Stealth - 4
Unarmed Combat - 6
Projectile Weapons/Bows - 5/7
Etiquette - 5
Negotiation - 5
Interrogation/Verbal - 3/5

Imp Reflexes 2 (3 PP)
Quick Draw (0.5 PP)
Imp Pys Attr (Str) 2 (1 PP)
Imp Pys Attr (Qck) 1 (0.5 PP)
Imp Pys Attr (Bod) 2 (1 PP)

Posted by: Herald of Verjigorm Oct 28 2004, 06:31 PM

You can make capable adepts with just SR3, but MitS givel a nice list of options and apparently SOTA64 adds a lot of options as well. Saying that they are "better" is not really sensible, but they can better match the desired character idea when selecting from the complete list.

Posted by: Kanada Ten Oct 28 2004, 08:25 PM

Drop the Improved Attributes like an infected hooker. Quickdraw goes really well with Missle Mastery allowing one to throw four ball-point bic pens in one pass (one in each hand) each with a starting damage level of Light. I also suggest Traceless Walk (.5 PP) and Improved Combat Skill (if you go for Missle Mastery put the dice to Throwing) along with Counter Strike (.25 PP per die) which is better than Mystic Armor or the like. Pain Resistance at 3 boxes really comes in handy.

Posted by: Siege Oct 28 2004, 10:13 PM

Actually, "Quick Draw" might not be bad since he's aiming to be an archer.

I'll second the "Lose the improved attributes" comments - invest in some sense enhancements like Image Mag. Otherwise those range penalties will kill you, not them.

You might keep the Improved Strength, since you will be a combat spec.

Think about killing hands at L since you want to be a martial artist - it's too useful not to have if you plan to enter really close quarters.

Blindfire might not be a bad choice either, if you want to play up the Zen Archer angle - echolocation and high frequency hearing are your friends.

Books
MitS is nice, but not essential. Sota64 is nice, but not essential. Your adept isn't breaking new ground and isn't going to be exploring uncharted territories, so stick with the basics until or unless you feel like spending the cash.

-Siege

Posted by: JaronK Oct 28 2004, 11:26 PM

There are no "best" powers generally, though some are very useful for specific characters. Quickdraw is very good for bow adepts. I made an orc bow adept. He had maxed out strength and quickness (as well as int for higher reaction), with bonus attribute point: strength and his adept powers were:

Quickdraw
Improved Sense: Directional Sense
Improved Sense: Vision Magnification 3
Improved Ability: Projectile Weapons 5
Improved Reflexes 1
Improved Sense: Improved Scent
Improved Sense: Sound Filter 5

I wanted to give him a tracker like feel, hence all the improved senses, and he had Projectile Weapons 5/Bows 7. He's strength 9, so with a Ranger X Bow he does 13M base damage, throwing 12 dice, with a Base TN of 4 at any range out to his maximum (which with his strength is REALLY long range) and he's hitting against impact armour. Woot.

JaronK

Posted by: GlassJaw Oct 29 2004, 12:58 AM

QUOTE
I'll second the "Lose the improved attributes" comments


Ok, this seems to be a recurring theme but I'm not exactly sure why. I would figure getting your stats maxed out would be a priority, but then again, what do I know?

So what's the main reason? Is it because your stats are easier to improve or just not as important?

QUOTE
invest in some sense enhancements like Image Mag


Well what about just a scope on your bow?

QUOTE
Think about killing hands at L since you want to be a martial artist


How is that useful when it's lower than your normal unarmed damage (albeit Stun)?


Posted by: toturi Oct 29 2004, 01:09 AM

QUOTE (GlassJaw)
Ok, this seems to be a recurring theme but I'm not exactly sure why. I would figure getting your stats maxed out would be a priority, but then again, what do I know?

So what's the main reason? Is it because your stats are easier to improve or just not as important?

Well what about just a scope on your bow?

How is that useful when it's lower than your normal unarmed damage (albeit Stun)?

I wouldn't advise losing the Improved Attributes for Strength or Quickness. But Body is iffy. Strength because you need it for your Damage. Quickness becuase you might want to Quickdraw and it requires a Quickness Test.

A scope on the bow is allowable by Canon, though I do not have you can see through it.

It is Physical Damage (and it takes down things previously Immuned).

Posted by: Kanada Ten Oct 29 2004, 01:13 AM

QUOTE
So what's the main reason? Is it because your stats are easier to improve or just not as important?

The cost of attribute improvment by adept powers is not an efficent transfer compaired to the cost of Power Points verus raising the attributes naturally. You are better off using the chargen points more effectivly.

QUOTE
How is that useful when it's lower than your normal unarmed damage (albeit Stun)?

You bypass a spirit's immunity to normal wepaons power, but unless you're the only magic character (in which case I have millions of suggestions) it's not that great.

Posted by: toturi Oct 29 2004, 01:21 AM

QUOTE (Kanada Ten)
QUOTE
So what's the main reason? Is it because your stats are easier to improve or just not as important?

The cost of attribute improvment by adept powers is not an efficent transfer compaired to the cost of Power Points verus raising the attributes naturally. You are better off using the chargen points more effectivly.

Adept - 25 BP

Adept - 6 PP

1PP = (about) 4BP

1 Att = 2BP

1PP = 2Att

1PP = 4 BP

I think it balances as long as you do not go over the RML.

Posted by: Kanada Ten Oct 29 2004, 01:27 AM

That's exactly what I mean, your wasting adept power points when attribute points are more plentyfull (you can never get more than 6 PP to start).

Posted by: toturi Oct 29 2004, 01:31 AM

Not if you maxed out your Quota of 30 Attribute point and your GM is being anal about the Attribute "cap".

Posted by: Bane Oct 29 2004, 01:32 AM

QUOTE (toturi)
I wouldn't advise losing the Improved Attributes for Strength or Quickness. But Body is iffy. Strength because you need it for your Damage. Quickness becuase you might want to Quickdraw and it requires a Quickness Test.

Actually, Quick Drawing is a Reaction test. At least, it is without the adept power.

With it I'm fairly certain it remains based on Reaction, but I can't be certain since I don't have MitS.

Posted by: toturi Oct 29 2004, 01:42 AM

Mea Culpa... Reaction test it is. But you do need that Quickness.

Posted by: Kanada Ten Oct 29 2004, 02:07 AM

With a Willpower 6 and a Charisma 5, I think the character has points to spare.

What is this guy, a Face? If so, then you should change pretty much everything. Enhanced Perception, Iron Will, Spell Shroud, and Empathic Sense with a possible Magic Sense (or Astral Perception if you're the only magic user).

Posted by: GlassJaw Oct 29 2004, 03:22 AM

QUOTE
What is this guy, a Face?


Well it's a small group so I was thinking of an archer/unarmed fighter with some social/Cha skills. I'm just kind of experimenting right now too and trying to learn the adept powers. I don't really wany to deal with any astral stuff or have any cyber or bioware.

Couple of questions on NSRCG:

1. Where is the Spatial Recognizer? NSRCG says it's on pg. 299 of SR3.
2. Why are Vision Mag and Sound Filter listed at their max values? Where is it ruled that you get them at max for the same PP cost?

Posted by: Kanada Ten Oct 29 2004, 03:29 AM

QUOTE
http://www.shadowrunrpg.com/resources/faq.shtml#4

If an adept with the Improved Sense power chooses a sense that normally has levels (select sound filter, vision magnification), do they have to spend .25 power points per level?

No. The adept simply pays .25 power points and receives the sense at the highest level (select sound filter 5, vision magnification 3).

Posted by: Herald of Verjigorm Oct 29 2004, 03:32 AM

The Spatial Recognizer seems to be a typo. M&M page 18.

Posted by: Doctor Funkenstein Oct 29 2004, 03:34 AM

Unfortunately, some sensory implants don't have a maximum level. Olfactory Boosters, for instance. 0.25 Build Points gives you Olfactory Boosters (Rating Infinity), mean you effectively always win your Perception Tests for scent- and taste-based Perception Tests regardless of how ridiculous the TN is, and you have an infinite number of successes. No rolling required.

What I house rule is that the solo level of any sensory power (or other similar phenomenon now or in the future) is limited by your Magic Rating. So if you have Magic 4, even Select Sound Filter is limited to rating 4.

Posted by: DrJest Oct 29 2004, 05:05 AM

QUOTE
What I house rule is that the solo level of any sensory power (or other similar phenomenon now or in the future) is limited by your Magic Rating. So if you have Magic 4, even Select Sound Filter is limited to rating 4.


I like that... use the Magic Rating as the effective rating of your "ware"... think I'll adopt that one.

Posted by: Kanada Ten Oct 29 2004, 05:13 AM

It pretty much matches the canon rule that Adept Power ratings cannot exceed Magic Rating (SR3 under CharGen, IIRC).

Posted by: Doctor Funkenstein Oct 29 2004, 05:39 AM

But Improved Sense itself doesn't have a rating. smile.gif It's a minor house rule to clarify the potential problem, not a brilliant and innovating new addition to the game.

Posted by: Kanada Ten Oct 29 2004, 05:40 AM

And [a house rule] that I totally agree with and think matches how canon deals with adept powers.

Posted by: Eyeless Blond Oct 29 2004, 07:44 AM

So now everyone's happy. smile.gif

As for the main reason not to up your Attributes, especially this early in the game: it's boring! nyahnyah.gif Really, there are so many neat powers available out there that it's a shame to "waste" your points on something you can get bioware for. Instead pick up Natural thermovision, maybe Killing Hands, any of the insanely neat other powers that are unique to adepts. Upping your Bod and the like is cool, but there's just so many more interesting things out there, especially in MitS and SotA 2064 that by the time you get around to them it *will* be cheaper to just use Karma to up them rather than Initiating for 1-2 points of Bod. nyahnyah.gif

Posted by: Shockwave_IIc Oct 29 2004, 10:16 AM

QUOTE (Doctor Funkenstein)
Unfortunately, some sensory implants don't have a maximum level.  Olfactory Boosters, for instance.  0.25 Build Points gives you Olfactory Boosters (Rating Infinity),

I thought Olfactory Boosters were limited to rating 6?

QUOTE
What I house rule is that the solo level of any sensory power (or other similar phenomenon now or in the future) is limited by your Magic Rating.  So if you have Magic 4, even Select Sound Filter is limited to rating 4.

Good call on this. Fit's right in with the way the rules work.

Posted by: Nikoli Oct 29 2004, 12:19 PM

I agree.

let's see if starting at Bod 3 raising it to 5 (1 power point normally)
Through Karma:
3 to 4: 4 Karma
4 to 5: 5 Karma
Total: 9 Karma

Initiation, Alone, no Ordeals:
0 to 1: 18 Karma (nets 1 power POint)

Puchase Power Point:
20 Karma

If you're below the normal racial limit (not the post char-gen limit)
it's cheaper to raise in game through karma

Bod 6 to 8:
Karma:
6 to 7:21 Karma
7 to 8: 24 Karma
Total: 45 Karma

Initiation, as above:
18 Karma for 1 power point

Power Point:
20 Karma

There fore, if youre starting with a normal metahuman stat, it's cheaper to just pay it up in karma, however the price goes much higher when your start into the upper part.

I realise this is old hat, but sometimes you gotta look at the numbers.

Posted by: GlassJaw Oct 29 2004, 12:27 PM

QUOTE
Through Karma:
3 to 4: 4 Karma
4 to 5: 5 Karma
Total: 9 Karma


Doesn't it cost double for raising attributes up to the RML and them triple up to the Max (SR3 pg. 244-245)?

So wouldn't this be:
3 to 4: 8 Karma
4 to 5: 10 Karma
Total: 18 Karma

I figured I would boost my stats at character creation because it's very expensive to raise attributes later.

Also, what's the difference between purchasing a Power Point for 20 Karma (as in SR3) or going through the Initiate process (from MItS)?

Can you purchase a power that has a lesser cost for less karma? For example, if you want a power with a cost of 0.5, can you spend 10 karma for it or does it have to be in multiples of 20?

Posted by: Shockwave_IIc Oct 29 2004, 12:33 PM

One just gives you 1 more power point of powers (but doesn't allow you to more active) the other gives you a Magic point as well (which allows you to have more active) Though as long as your magic stays around the 6+ mark then this is effect is close to negilable

Posted by: Crusher Bob Oct 29 2004, 01:47 PM

Imho, the best adept power are the ones that are unduplicatable by anything else:

Improved skills, quick draw, quick strike

The next tier are the adept power that are more useful that their duplications:

Imrpoved Senses, traceless walk, magic/emotion sense, blind fighting

Notice that the top tier cyber ware (smartlink, datajack, etc tend to be picked up by most everyone, not just the borgs).

Posted by: GlassJaw Oct 30 2004, 12:46 AM

How's this:

B 6 (3+3)
Q 6
S 8 (6+2)
C 5 (6-1)
I 4 (4-1)
W 4

Athletics 4
Etiquette 4
Interrogation/Verbal 3/5
Negotiation 5
Projectile Weapons/Bows 5/7
Stealth 5
Unarmed Combat 6

Imp Reflexes 2 (3.00)
Quick Draw (0.5)
Traceless Walk (0.5)
Imp Scent (0.25)
Vison Mag 3 (0.25)
Sound Filter 5 (0.25)
Thermo Vision (0.25)
Proj Weapons/Bows 2 (1.0)

Posted by: toturi Oct 30 2004, 12:55 AM

A minor min max nitpick.

Drop one point from Cha and drop one point from Negotiation. Put those 3 BPs in Athletics and Stealth. Personally, I'm not fond of using Improve Ability in anything other than Stealth and Athletics. So I'd put that 1 PP in either Stealth or Athletics, but that is up to you. If you wanted a Face, then perhaps you might be better served by some of the powers from SOTA 2064 instead.

Posted by: Crusher Bob Oct 30 2004, 01:54 AM

You'll probably want to change out thermo for flare compensation, as natural low light is better that or equal to natural thermo in almost all circumstances. But flare comp will get rid of modifiers for glare, flash bang grenades, etc.

Posted by: Cynic project Oct 30 2004, 08:53 PM

Sams have the power to get all the vission,and sound powers for like 1 esance. They may not be as good, but they are cheeper in terms of resources that matter. As any good street sam has more money than adepts have magic points... I really would say giving your Adept cyber eyes,ears, smart gun links,hand razors, data links, and other small cyberware gear is a good idea. You do not have to have them alll, but most adepts gain way more than they losse for having a point or even two worth of cyberware.

Posted by: Siege Oct 30 2004, 10:08 PM

For that, it's a matter of opinion and what effect you're trying to achieve - smartlinks are unnecessary if you're not a dedicated gun bunny or don't plan on mixing it up in close quarters.

The cybereyes - eh. One of the major selling points of an adept is his ability to go unnoticed to anything short of an Awakened audience.

I have yet to make an adept and add cyberware at CG - but that's just me.

-Siege

Posted by: FlakJacket Oct 30 2004, 11:44 PM

I doubt anyone is going to get all hot and bothered about some guy having cybereyes- and it's a lot harder to tell what if any extras they have in them compared to retinal mods. Maybe they had bad eyesight and decided to get them replaced? IIRC one of the books said that between that and bioware (and probably still laser treatment) glasses were pretty much non-existant.

Posted by: Herald of Verjigorm Oct 31 2004, 12:09 AM

If you're going for a half-point of cyber to round out your smartlink or .8 to fill in where the datajack left off, I'd suggest twinked cyberears. There is no extra set of modifiers for cybered hearing vs. adept power hearing.

Posted by: Doctor Funkenstein Oct 31 2004, 12:15 AM

If I didn't care about the concept and was just min/maxing, I'd look to abilities that adept powers don't grant, but which would compliment those that do.

Eye-Light Systems combined with natural Low-Light Vision is fantastic, for instance. Coupled with natural Thermo and cybernetic Ultrasound Vision (to round out the cybereye's freebie and to keep Dumpshockers from whining), and the only visual penalty you'll have is +0 in most situations other than full darkness (+2) and against thermal smoke (+2) and glare (+1). All for 0.16 Essence and 0.5 Power Points.

EDIT: Actually, I don't even think Eye-Lights are necessary for that. But my point still stands. Compliment your abilities by taking advantage of both sides of the fence, don't just figure out which one is cheaper.

Posted by: GlassJaw Oct 31 2004, 12:25 AM

Well for sake of argument, let's assume no cyberware for this character. I've never played an adept before and I want to keep it simple.

Posted by: Eyeless Blond Oct 31 2004, 12:49 AM

Besides, when you replace your eyes you lose natural vision. This includes the racial low-light from orks, and can be interpreted as including the thermo from adept powers as well. I know *I'd* rule that way.

Posted by: FlakJacket Oct 31 2004, 12:58 AM

Which is why you take them as vision mods and don't lose a thing. smile.gif

Posted by: Eyeless Blond Oct 31 2004, 01:22 AM

I was more referring to:

QUOTE (Doctor Funkenstein)
Coupled with natural Thermo and cybernetic Ultrasound Vision (to round out the cybereye's freebie and to keep Dumpshockers from whining)

smile.gif

Posted by: Fortune Oct 31 2004, 04:49 AM

Yeah, I'm not quite sure how one would go about combining Eye Lights with natural Low Light vision, since Eye Lights cannot be installed in natural eyes, IIRC.

Posted by: Doctor Funkenstein Oct 31 2004, 05:04 AM

Feel free to read over Improved Sense and point out where it states that it's incompatible with cyberware. Ditto for the cyberware. It's a magical improvement of your senses, not necessarily a magical improvement of your sensory organs though, as with most adept powers, it can be explained as such.

Posted by: Fortune Oct 31 2004, 05:23 AM

That's a bit of a stretch. Canon states that a person replacing their eyes loses all his natural vision augmentations, and an Adept's visual Powers are described as being natural.

Interesting munch though, if it does work as you say. smile.gif

Posted by: Kanada Ten Oct 31 2004, 05:25 AM

QUOTE (Doctor Funkenstein @ Oct 31 2004, 12:04 AM)
Feel free to read over Improved Sense and point out where it states that it's incompatible with cyberware.  Ditto for the cyberware.

While I would laugh and then stab anyone who suggested this for an actual game I was to run, it certainly looks like a prime candidate for Best Loop Hole '04. The closest it comes is saying for magic, bio, and cyber that have duplicate effects only the highest rated applies (which I think it says in MitS), IIRC.

[edit] Thought Fortune brings up a good point, too. That's under cybereyes in SR3 right?

Posted by: Doctor Funkenstein Oct 31 2004, 05:34 AM

QUOTE
That's a bit of a stretch. Canon states that a person replacing their eyes loses all his natural vision augmentations, and an Adept's visual Powers are described as being natural.

You need to re-read the canon material sometime, then.

First, you're confusing a FAQ answer as canon, and even then the question was only asking which modifier you use for determining visibility modifiers.

Second, as previously stated, the Improved Sense power makes no mention of an incompability with cyberware, the Cybereyes entry makes no mention of an incompatibility with Improved Sense, and even the section in M&M on Bioware and Magic doesn't makes any mention whatsoever about artificial Cat's Eyes being incompatible with Improved Sense.

Just because you have a narrowly defined perception of how some adept powers work, that doesn't make it canonical nor the only means to describe how they work. Even a blind swordsman who had his eyes plucked out by an old rival could have Low-Light Vision (and/or other visual senses) and describe it as being some kind of mystical third-eye. He doesn't qualify for the Blind flaw, but it's still a 100% valid and 100% rules-legal concept.

That's the charm of the adept concept. They get to explain their abilities as freely as they like as long as it works within the constraints of the power.

Posted by: Fortune Oct 31 2004, 05:41 AM

That's your interpretation, but that doesn't necessarily make it canon.

According to canon, Eye lights cannot be installed in natural eyes. A troll who installs cybereyes loses his natural Thermographic Vision, just as an elf loses his natural Low Light when doing the same. As an Adept's Powers are described as being natural, a case can be made either way.

Posted by: Doctor Funkenstein Oct 31 2004, 05:42 AM

Once again, you need to re-read the canon material sometime. Especially based upon your last completely ignorant sentence... which I corrected you on with the very first thing in the last message.

Posted by: Eyeless Blond Oct 31 2004, 05:50 AM

Either way, he'll still lose the ork's natural low-light vision, unless you use Doc's interpretation *and* the ork buys his low-light as an Improved Sense. In the end I suppose it's worth it. It even makes a kind of sense, as much as magic ever makes. After all, you don't restrict the adept from channeling his Killing Hands through a cyberlimb, do you? Or from taking Dermal Sheathing and combining it with Mystic Armor?

Posted by: Fortune Oct 31 2004, 07:30 AM

QUOTE (Doctor Funkenstein @ Oct 31 2004, 04:42 PM)
Once again, you need to re-read the canon material sometime.  Especially based upon your last completely ignorant sentence... which I corrected you on with the very first thing in the last message.

Nice couple of edits! wink.gif

If you note, I twice conceded that it could be interpreted in the manner you describe. You, as usual, stoop to heaping insults on anyone who even vaguely disagrees with one of your opinions. Have a nice day. smile.gif

Posted by: Doctor Funkenstein Oct 31 2004, 07:58 AM

Good riddance.

Posted by: techboy Oct 31 2004, 02:37 PM

QUOTE (Fortune)
According to canon, Eye lights cannot be installed in natural eyes.

Where does it say that? I've never seen such a thing. On the other hand, the expanded vision modifiers table in Man and Machine includes an entry for natural low light with eye lights.

Posted by: Doctor Funkenstein Oct 31 2004, 04:30 PM

There is no such ruling. I suggested he re-read the material since he was making multiple mistakes, but apparently that was a grevious insult.

The only implant that I can remember that specifically mentions it can only be installed in a cybereye is the Basic Eye Laser System. There may be one or two others, but that's the only one I can remember at the moment.

Posted by: Eyeless Blond Oct 31 2004, 05:28 PM

Eye datajacks as well, although neither are really relevant here. Again, my only real point was that you can't get cybereyes (for the Essence savings) and retain your natural low-light vision. Though it has no real basis in the rules, I still don't think adepts should be allowed to get cybereyes without losing their magical improved vision, but that's mostly because I don't like adepts, and has nothing to do with the rules.

Anyway, back to the character:

"I 4 (4-1)"
I think you meant "I 4 (5-1)" here.

"Proj Weapons/Bows 2 (1.0)"

I agree with the people who said this isn't all that useful right now. Seven dice for shooting bows is fine until you hit around 50 Karma or so. I suggest 2 levels of Improved Stealth and either a couple more Improved Senses, Magic Sense, or Empathic Sense. Flare Comp is nice, as is Microscopic Vision if you ever plan on learning B&E, which you should considering you are the stealth man.

I'd also listen to toturi's advice about shifting around your attritutes and skills a little. Honestly your skill in stealth is almost certainly going to be more important than your skill at negotiations; only rarely will you be able to negotiate better than a Johnson, who's usually highly specialized for just such a purpose, and Stealth'll actually keep you alive.

Posted by: Doctor Funkenstein Oct 31 2004, 05:39 PM

QUOTE
Again, my only real point was that you can't get cybereyes (for the Essence savings) and retain your natural low-light vision.

No argument from me there.

For adept powers (all geased because I appreciate the flavor they add) for this type of character, I'd likely go Improved Projectile Weapons 4, Improved Stealth 4, Improved Reflexes 2, Quick Draw, Traceless Walk, and Improved Senses (any four of choice). But that's just me. I almost never bother with the Improved Physical Attributes; Attribute Boost is fun every now and again, but IPA is just a waste of magic.

Posted by: Shanshu Freeman Oct 31 2004, 05:39 PM

I could be way off, and I'm half awake here, but;

Thermo and low light naturally occur in metahumans as a fact of biology right? Magically active or not, an elf can have lowlight, and a dwarf can have thermo, right? Physiological science. If the sense organ is removed, then so are it's inherant benefits...

If I remember right, can't cyberwear be taken with you into the astral plane because it's paid for with essence? Which means your cyberlimb or your spurs or whatever aren't left behind when you go astral.

Physad's abilities are explicitly unnatural They are supernatural or magic, aren't they?

That do anything for anybody?

I dunno... some random disjointed thoughts.

Posted by: Dr. Black Oct 31 2004, 06:06 PM

Adept Vision/hearing etc. enhancements are considered natural. This according to the FAQ. I would rule that Cybereyes/Ears would replace the "natural" benefit that an adept receives from adept powers.

I know many people feel that an adept should stay mostly magical, or only accept some "light" cyber mods. But what about the full on Cyber Adept. Seems to me the rules were pretty explicitly written that awakened types can accept all except that last point of cyber/bioware and geasa themselves to maintain an equivalent full magic rating. smile.gif

An adept with 8 power points(geasa), 2 bioindex, and 4 pts in cyberware (essence 2) has a real magic attribute of 1 and with geasa functions like he has a magic of 6. Take a single, or even a few, talisman geasa (earings, necklace, or some more personal body piercings in areas that we all know and love). Make sure the adept powers are useful but not critical to overall character function, so that even if you lose the talismans you are still as functional as any other character with 4pts of cyberware and 2pts bioware. love.gif

That would be a pretty trick character to play. With all those options you could fill mutliple roles in a team, especially if you take Skillwires 3, 16mp, CED3 and Custom Activsofts with the cluster option - add EA and you get to roll up to 8 dice for those skill tests. eek.gif

What about magic loss you say? Well on a magic check 2d6 you would have to roll a 2 to lose that last point of magic - a 1 in 36 chance. I would hedge my bets by jacking body with Bonelacing Plastic, Dermal Sheath 1, and Suprathyroid - that should get a human to body 10. Wear good armor, and suffering a deadly wound should be pretty rare. nyahnyah.gif

Min maxing? Well we all do that to one degree or another in our own lives so I wont get into that discussion. rotfl.gif

Well rounded, heck yeah. A character like that could be a face, first or second rate sammy, B/E expert, etc. The trick is all the cool abilities and the skillwires. grinbig.gif

Character story. She hung with the gangs as a youth and started selecting the cyberware/bioware for its obvious benefits. Turns out she was a late bloomer on the magical charts and and when her almost defunct magical ability kicked in she embraced it. Turns out she always had this affinity for some old jewelry her grandmother left her and she never left home without it. It just didnt *feel* right not having all her jewelry in its appropriatly pierced areas, they had become something of a good luck charm to her. Low and behold she discovers that she had bonded the jewelry like a fetish in order to keep from losing all those magic points.

You get the idea. Go ahead and tear it apart. biggrin.gif

Posted by: Doctor Funkenstein Oct 31 2004, 06:26 PM

QUOTE
Adept Vision/hearing etc. enhancements are considered natural. This according to the FAQ. I would rule that Cybereyes/Ears would replace the "natural" benefit that an adept receives from adept powers.

Once again, no, they're not. The question asked which modifier do you use for visual penalties, and the answer was Natural. Since you guys seem to have trouble reading that, I'll quote the exact entry below.

http://shadowrunrpg.com/resources/faq.shtml: Does the adept power of Improved Sense (specifically, thermographic or low light vision) count as natural or augmented when determing visibility modifiers?
Natural.

Posted by: Glyph Oct 31 2004, 11:02 PM

Combining adept abilities and cyberware can actually produce a tough combination, but there are two problems with a full-bore cybered adept:

First, when adepts accept a geas for magic loss, the game master is the one who selects it. The good news is that many GMs feel this is a silly rule and let adepts pick their geasa like any other awakened character. But most good GMs will still look carefully at geasa, since they are supposed to be an actual limitation on the character.

Secondly, adepts and sammies are already the toughest two types of characters to create, point-wise. They need high physical Attributes but still need moderately good mental Attributes, and they also need a wide range of combat and other skills. When you are spending 25 points on being an adept, and 20-30 points on resources on top of that, you really spread yourself thin. The benefits are counteracted by your inferior skills and Attributes. It depends on the point allocation. For a 150-point game, that kind of character would actually be the smart choice. Trying to do it with 120 points would be pretty painful, though.

Posted by: Fortune Nov 1 2004, 12:20 AM

M&M page 15:

QUOTE
Eye Light System
This light system mounts high-powered, low heat lights in the cybereye ...


As to whether an Adept loses his visual Powers after implanting cybereyes, barring a specific canon ruling, a case can be made either way, as I have said multiple times.

As for an Adept's Powers being considered natural, my mistake. I don't know where I came up with that. My apologies for that, and also to the Doc for my tone last night. I need to learn not to post when tired and in the throws of a migraine.

Posted by: Doctor Funkenstein Nov 1 2004, 12:32 AM

QUOTE (Fortune)
QUOTE
Eye Light System
This light system mounts high-powered, low heat lights in the cybereye ...

That's the flavor text. You'll find similar comments in a few other cybereye accessories (such as Vision Magnification). It has to be specifically mentioned in the Game Effects description for it to be limited only to cybereyes, just like the Basic Eye Laser System and (thanks to Blondie) the Eye Datajack mentions it in their Game Effects. Same book, even.

Posted by: toturi Nov 1 2004, 12:53 AM

But isn't flavour text as Canon as game mechanics?

Posted by: Doctor Funkenstein Nov 1 2004, 01:09 AM

Not when it comes to the rules of the game. Read over Vision Magnification or the fluff vs. rules for Ruthenium Polymers sometime.

Posted by: mfb Nov 1 2004, 01:51 AM

the inability to mount a sensory system in a natural organ is a pretty important distinction. if the eyelight system was not intended to be mounted in a natural eye, the text should be errata'd to reflect that; the vague reference to cybereye mounting is not strong enough to be convincing. or, well, it's not strongly-worded enough to convince me; obviously, though, i'm more resistant to M&M's jedi mind tricks than Fortune is!

Posted by: GlassJaw Nov 1 2004, 02:44 AM

QUOTE
I'd also listen to toturi's advice about shifting around your attritutes and skills a little. Honestly your skill in stealth is almost certainly going to be more important than your skill at negotiations; only rarely will you be able to negotiate better than a Johnson, who's usually highly specialized for just such a purpose, and Stealth'll actually keep you alive.


If we can get back on topic....

So how would you go about making an adept for a small (let's say 3 players) group? Would you just go for stealth or give him some secondary skills as well?

Posted by: Doctor Funkenstein Nov 1 2004, 03:06 AM

Depends on what the rest of the party is capable of.

Personally, I don't like designing characters that way. Having weak spots in your group makes for a more fun experience in my opinion, though it could lead up to the standard question that gets ignored in Shadowrun; "why would a Johnson hire a team not suitable to the job?"

Posted by: Siege Nov 1 2004, 03:06 AM

Definitely secondary skills - three people for a team is pretty light and the talent will be spread thin.

-Siege

Posted by: Wounded Ronin Nov 1 2004, 03:12 AM

QUOTE (Doctor Funkenstein)
Depends on what the rest of the party is capable of.

Personally, I don't like designing characters that way. Having weak spots in your group makes for a more fun experience in my opinion, though it could lead up to the standard question that gets ignored in Shadowrun; "why would a Johnson hire a team not suitable to the job?"

Marketing.


Think the advertisements from Ghostbusters.

Posted by: Shockwave_IIc Nov 1 2004, 10:56 PM

Glad the Eye light debate is virtually over, thats some thing i do with so many of my characters wether it be Magic, Racial or Edge based.

QUOTE (Glassjaw)
So how would you go about making an adept for a small (let's say 3 players) group? Would you just go for stealth or give him some secondary skills as well?


Adept Power wise i'd go with fast and stealthy, a little cyber to help with the shootyness (1 Essence worth).
But i know you're not wanting cyber, which makes covering base's with only 3 people very difficult

Posted by: Doctor Funkenstein Nov 2 2004, 04:43 AM

Eh, even without SOTA:2064, pulling off a warrior adept-face is pretty easy to do, and that covers three areas well enough.

Priorities: Attributes > Magic > Resources > Skills > Race.
Attributes: All of them are important, though Quickness and Charisma are the two I'd focus on.
Skills: Melee/Martial Art Skill, Firearm Skill, Etiquette, Negotiation.
Powers (Geased): Improved Ability: Melee Skill 4, Improved Ability: Firearm Skill 3, Improved Reflexes 2, Improved Senses 4, Quick Draw.
Edges: Ambidexterity 4, Friendly Face, Good Looking & Knows It, Good Reputation 2; Bad Karma, Dark Secret, Police Record (or any other flaws equally -13 points)
Resources: Twin firearms (at least one with a Laser Sight for when you need accuracy over lots of lead), twin melee weapons, Vashon Island Actioneer Line suit, form fitting body armor, pocket secretary, and a handful of diverse contacts.

...and bam, you have someone who's pretty gosh-darn effective across all three categories. You're throwing 10 (Specialization 7 + IA 3) dice up to four times a phase with a +0/+0 modifier on your firearms rolls, you have 16 dice available for all of your melee tests, and you're more than capable of dealing with established contacts or people you run into on the street as well as any dedicated mundane face can.

With SOTA:2064, you could even choose to go into munchkin territory as the face role if you like (Kinesics 3 alone is ungodly; -3 TN [-5 with Good Reputation 2, meaning -5 on all Availability checks amongst other things] *and* +3 dice on *all* social Charisma Tests... plus more; they need some real frelling playtesters), or you could focus on one of your other areas, too.

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