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> Mystic Adepts: How do you survive?, You got Mysticism in my Physad!
lorechaser
post Aug 19 2006, 02:18 PM
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I'm still working out the nuances of SR4, and trying to do lots of weird things. As my GM said:

"Obliquely? I'll call you a heinous munchkin straight out. You should charge people to playtest their character creation systems."

I'm pretty proud of that. ;)

So I've moved on from dual wielding to the Mystical Adept.

In theory, it sounds awesome. Get a high magic, put 3 points in adept powers, 2 points in Magic spells, and have options.

I don't have a firm grasp on the magic system, though - it seems like just putting 2 points in spells results in me having really really poor spells. I looked at buffing spells, and I can't even get enough hits to buff myself. I could do a minor heal, but no more than a medkit, I can do a couple minor attack spells, but it's rare than a machine gun, or a silenced pistol, wouldn't be as good.

Is there a way to make the Mystic Adept really shine?

My current working theory is that you pump magic to 6, and put *at most* 2 points in physical skills. Then you're basically a mage with magic 4, and then a couple other bonuses.

My focus would be the opposite, and I'm not sure if there's value in that.
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Charon
post Aug 19 2006, 02:36 PM
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IMO, if you are mystic adept, don't focus so much on spell that boosts you or combat spell. Mystic adept are not combat machine, you'd do better with either a combat mage or an adept in that aspect. You need to define an appropriate role for your PC.

It's more for concept like a Ninja or a Super Sleuth, things like that. Spells like Hush, Insibility, Analyze Truth, Mask and so on that can usually work with only 2 or 3 sucess against most normal people and that work great with your physads ability and concept.

Don't take the Sorcery skill group ; split it, ignore ritual spell unless it's vital to your concept and make sorcery your rating 6 skill. It will compensate for having only 2 in Magic (for example) ; Rolling 8 dice ain't too bad.

Also, get a decent Edge (At least 4) and don't be afraid to cast some spells up to level 4 if the situation warrants it.

Sure the Drain becomes Physical damage, but many spell's drain are trivial to resist at level 4 if you have 9 or more dice to resist and with a good edge you can eliminate the occasional physical drain you didn't completely resist.

For example, a Ninja Type Mystic adept casting Invisibility with 8 dice plus an Illusion spellcasting focus level 1 will on average score 3 success and so shouldn't be timid about cranking up the spell to level 4. That's only drain DV 2 and even if it's physical it probably won't be an issue if you ahve more than 6 dice to resist.
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lorechaser
post Aug 19 2006, 02:46 PM
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Excellent. Thanks! So it doesn't fit my idea, but creates some interesting backup characters. ;)

So the next question.

When a Mystic Adept splits points between adept skills and magic, do they use their full magic?

If I have a magic of 5, and I buy 3 points of adept skills with power points, do I still have a 5 magic for the purpose of casting spells? Or am I down to 2 magic, effectively? I assume that the way it references "splitting" means that you would have 2, but....

And then: Can a mystical adept counterspell? And if so, same question on effective magic.

And finally - will a mystic adept with a foci just be toast? From what I understand, foci show up astrally. If my mystic adept has a 2 magic, and a counterspelling foci, is it going to go very badly for him?
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Butterblume
post Aug 19 2006, 03:20 PM
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QUOTE (lorechaser)
If I have a magic of 5, and I buy 3 points of adept skills with power points, do I still have a 5 magic for the purpose of casting spells?  Or am I down to 2 magic, effectively?  I assume that the way it references "splitting" means that you would have 2, but....

You'd have a magic of two for the purpose of casting spells. Counterspelling... I am not sure.

Additional advise: Get a hold of the new Street Magic book, if you want to play an awakend char.
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Zen Shooter01
post Aug 19 2006, 05:37 PM
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Yes, you split the Magic attribute up. Think about it - if you didn't, why play anything but a Mystic Adept?

Another popular Mystic Adept trick is buy Magic at five, put two points into Improved Reflexes 1 and the rest into being a Magician. The first thing you buy with karma is your sixth point of Magic.

I think it's best for a Mystic Adept to be a magician with some supporting adept abilities; second best is an adept with some supporting spells. If you try to be super ninja Harry Potter, you'll just wind up being neither very well.
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Brahm
post Aug 19 2006, 06:14 PM
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QUOTE (Zen Shooter01 @ Aug 19 2006, 12:37 PM)
Yes, you split the Magic attribute up. Think about it - if you didn't, why play anything but a Mystic Adept?

Er, not really. If it defined your maximum Force, but you didn't have all the dice for the Spellcasting pool it would be OK but it sure would be far from a slamdunk to play one.

However as it is, they are seriously gimped. Just like for SR3 Fanpro's clarification of the rules seriously kicked them in the nads. :(

P.S. If you are going to cut into your casting ability hard like that by tossing out a point of Magic (muchless two) you might as well spend it on something useful. Like Synaptic Boosters.
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FlakJacket
post Aug 19 2006, 06:57 PM
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QUOTE (lorechaser)
I looked at buffing spells, and I can't even get enough hits to buff myself.

I'm sorry, but for the tragically unhip amongst us 'buffing'? Just never really run across the term before.
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bclements
post Aug 19 2006, 07:01 PM
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QUOTE (FlakJacket @ Aug 19 2006, 01:57 PM)
QUOTE (lorechaser)
I looked at buffing spells, and I can't even get enough hits to buff myself.

I'm sorry, but for the tragically unhip amongst us 'buffing'? Just never really run across the term before.

Never played an MMOG, eh? :)

It's casting a spell on yourself to increase some ablilty/do something you normally can't.

Example: casting Improved Reflexes (or whatever the name of the spell is) on yourself.
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mfb
post Aug 19 2006, 07:03 PM
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as in, making yourself (or someone else) more buff.
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lorechaser
post Aug 19 2006, 07:04 PM
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Indeed. Although ever since early DnD 3.0, we've called spells that boost yourself Buff spells. Rumor is that it came from casting strength on yourself, making you Buff.

Edit: Dangit. Beaten to the punch.
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FanGirl
post Aug 19 2006, 07:16 PM
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Ah, "buffing." That word takes me back to my Everquest days (please don't make fun of me).
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Butterblume
post Aug 19 2006, 07:49 PM
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Haha.

(SCNR :D)

(edit: somehow Nelson Muntz from the Simpsons appeared in my mind)
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LilithTaveril
post Aug 19 2006, 07:51 PM
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QUOTE (FanGirl)
Ah, "buffing." That word takes me back to my Everquest days (please don't make fun of me).

So, tell me, when you played EverCrack, did you selfbuff often?
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fool
post Aug 19 2006, 09:58 PM
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as to using 2 points of magic for improved reflexes, forget it and put the imp. ref. spell on a sustaining focus.
My mystic adept was very focused as a face/party girl. a couple levels of kinetics, voice control, and spells like physical mask, mind probe etc.
As to the magic rating, for purposes of drain and dice you use only the 2 points put into spell abilities, but as to other uses of magic (limit of foci, drain for att. boost, etc,) you Use the whole m rating.
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James McMurray
post Aug 19 2006, 10:03 PM
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Is "self buffing" the same as "polishing your helmet?"
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Zen Shooter01
post Aug 19 2006, 11:57 PM
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The Improved Reflexes adept power cannot be destroyed, dispelled, or stolen.
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lorechaser
post Aug 20 2006, 12:17 AM
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OW!

Stealing someone's reaction boosters? Painful.

I have to agree about Street Magic.

The first time I read it, I was less than impressed with the adept type abilities, but that's really because the core book has all the really combatty abilities covered.

Reading it again, I dropped 3 of my points in to some of the really interesting bits - Three Dimensional Mastery, Multitasking, Living Focus, etc. Very nice.

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Critias
post Aug 20 2006, 01:00 AM
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Counterstrike's pretty snazzy, too. And Nimble Fingers, depending on the character/concept (for it's low cost, it can be pretty handy).
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warrior_allanon
post Aug 20 2006, 04:08 AM
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put 2 points in spellcasting, and 3 in adept power (improved reflexes) and have your spell be a one shot wonder (mana bolt, stun bolt or their area affect) dont be afraid to overcast but only use the magic when you absolutely have to be discreet. be a phys ad gun bunny otherwise.
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Samaels Ghost
post Aug 20 2006, 06:17 AM
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Start with something to get you by and be useful until you save up for a Power Focus (like unarmed skill or some other combat). With a little Karma debt you should be able to get one and bind it as soon as you save up your nuyen and buy one. That'll make one magic die for spellcasting viable. THen again, POwer foci solve lots of problems. Watch out for background count, though. That can wipe your spellcasting out.

Consider focusing on unarmed and touch spells like death touch. Very low drain and can be useful in combat if you've got Killing Hands to back you up when spellcasting isn't an option. A Force 10 Death Touch can be cast with only 3P drain. Play a Dwarf with Cerebral Boosters or an Elf with high CHA and Drain will never be a problem.

What's your concept anyways?
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lorechaser
post Aug 20 2006, 08:26 AM
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It began as a tweaked version of the Ork Gunslinger Adept. However, upon being disappointed with TWF, I've now moved to a sort of infiltrator/ranged specialist. Automatic weapons, chameleon suit, infiltration.

I have 3 builds right now - the counterspelling build, which is a mystic adept with a counterspelling 4 foci, and less combat skills. Then there's the pure combat build, which is all about the ranged abilities, and the interesting adept powers. Then there's the actual mystic adept with good automatics, a high agi and reaction, reflex booster, and then a point or two of spells. That's the one I'm really most interested in, but also the one I can't figure.

I have a magic of 6, knocked to 5 by essence loss. I can do 3 power/2 spellcasting if it can be viable. It seems like with a couple foci, I can pull that off, at the expense of some pure ranged ability, which is fine. I was looking at a 20 or so dice pool before. I can spare 5 dice outta that. ;)

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Samaels Ghost
post Aug 20 2006, 09:38 AM
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If you have automatics your spellcasting should complement it. Try focusing on what spell category benefits you most and using an Aspect Quality (Spell category or Spellcasting category). The utility of spirits should be pointed out. One spirit can give you and your team Concealment, Movement, and Guard. Each of those can be very useful, Concealment the most. You can mow down the competition without being seen if you're good. Spirits can also astrally scout (something mystics can't do) and kick some ass if you're overwhelmed.

Combet and Manipulation Spells won't be as useful to a spellcaster that doesn't focus on them. Your guns will cover Combat.
Manipulation often requires large dicepools to be reliable (but i still love it :D) Detection and Illusion are good categories for a marksman. Recon, ambush prevention and even the Hawkeye spell can be very useful.

As far as illusion, Invis on you or invis on your gun to sneak it into medium security locations (night clubs 'n such) Phantasm can be used for any number of things and Mask is excellent. Really, all the Illusion spells except for Entertainment could be useful for your concept. Camoflage spell is quite possibly better than invis in some situations.

And don't forget Mentor Spirits. Those dice are pretty cheap compared to higher rating Skills and Atts.
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lorechaser
post Aug 20 2006, 07:45 PM
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Hmmm. Good points. This is doing a lot to make him feel like an interesting and different char - before he was really really good at shooting stuff, just like sam. Now he feels like a mystic adept....
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