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> Brainstorming for My Adept, Like Input how to Spend 1 power point
D-Franco83
post Apr 12 2007, 05:56 AM
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Basically I have my adept character and I have about a point extra to spend:

I spent the following points on:
Improved Reflexes 1
Killing Hands
Mystic Armor 3
Critical Strike 4

I was thinking either:

Elemental Strike
Sense Magic

I was basically wondering if I do just get one elemental strike on what element it should be. It was either that or I can just use the whole point on two different Elementals.

My adept is basically a close quarters specialist with some decent skill in pistols and stealth.

Any input is greatly appreciated.
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Magus
post Apr 12 2007, 06:08 AM
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Personally I have usually chosen this for my elemental attack:
QUOTE
SM p. 165 SideBar
Sound
Sound hits the target with a wave of unbelievably
loud noise and gut-churning vibrations.
Sound damage is treated as Stun damage.
Armor has no effect, but sound dampers
and spells like Silence and Hush add their rating/
hits to the defender’s dice pool (effectively
acting like sound armor). If the target suffers
more damage boxes than his Willpower, he
suffers the effects of nausea (p. 245, SR4) and
is deafened for 10 minutes.


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Aaron
post Apr 12 2007, 06:11 AM
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Combat Sense. You'll thank me for it.
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Glyph
post Apr 12 2007, 06:11 AM
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Personally, I would go with ugrading improved reflexes from 1 to 2. You get another point of reaction and another initiative pass. That's the most bang for your buck right there.
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toturi
post Apr 12 2007, 06:52 AM
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I'd second Glyph's recommendation for Imp Reflex to 2.
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DigitEyez
post Apr 12 2007, 07:12 AM
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QUOTE (D-Franco83)
My adept is basically a close quarters specialist with some decent skill in pistols and stealth.

Since he's a close quarters specialist I second two levels Combat Sense like Aaron suggested. You can really use +2 DP for defense against melee or ranged attacks and +2 to Reaction on surprise rolls.
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FriendoftheDork
post Apr 12 2007, 07:30 AM
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Several good tips here already. I think Reflexes 2 is the best you can get right now. Combat sense is very good indeed, but reflexes 2 gets you a whole nother initative pass which you could spend on full dodge anyway (getting more extra dice than the combat sense allows if you have high dodge skill).

I'd probably go for elemental strike afterwards, with Sonic or Electrical (the first kind sounds somewhat better).

In fact, you might want to drop a level of mystic armor to get one of these babes.
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Thanee
post Apr 12 2007, 09:17 AM
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QUOTE (Glyph @ Apr 12 2007, 07:11 AM)
Personally, I would go with ugrading improved reflexes from 1 to 2.  You get another point of reaction and another initiative pass.  That's the most bang for your buck right there.

Yep, that. You already paid one third of it with your first level (1.5 per level, rounded up ;)), time to pay up the rest for the second.

Bye
Thanee
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fool
post Apr 12 2007, 05:22 PM
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I'd go with elemental effect, electricity, and either a level of combat sense or some fluff stuff, improved senses (ultra sound, scent, stuf you can't get in tech form, or even if you can it stacks, and starts at the highest rating possible) or sustenance or some such stuff to give the adept a little style.
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D-Franco83
post Apr 12 2007, 08:43 PM
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thanks for the input, I do have more of an insight. I can see the point between something practical like Improved Reflexes 2 and the flair of a sound elemental attack as well as some improved sense or other abilities that provide flair.

The basics are that my character is a Troll Mixed Martial Artist/Former DocWagon HTR in Austin, Texas. So basically I wanted to go for a character that is a tank, a great melee character, but with some pistol skills and stealth. I didn't want to reduce my mystic armor or anything.

My thing is that when I finally made the character, the group realized no one really had any vehicles. So basically I'm thinking either I take the Improved Reflexes 2 and just learn some pilot skills as well as acquire myself a vehicle in game through pit fighting or something equally good.

However, the scent abilities are pretty neat and unique. It would definately give my character something different to bring to the table.

Thanks a bunch!
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Kyoto Kid
post Apr 12 2007, 08:51 PM
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QUOTE (D-Franco83)
However, the scent abilities are pretty neat and unique. It would definately give my character something different to bring to the table.

...a good way to have a chance at detecting invisible characters.
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Serial_Peacemake...
post Apr 12 2007, 08:54 PM
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Personally I like assensing. Its a pretty good general purpose power, and can well and truly screw opponents that rely on magical stealth measures. Plus even in the pitch dark you can sometimes use it to see, and navigate.
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Wasabi
post Apr 12 2007, 09:00 PM
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Imp Reflexes 2 is worlds better than Imp Reflexes 1
Combat Sense sounds boring but really IS 'all that and a bag of chips.'
Astral Perception is the easiest way to see people and allows you to attack astral creatures that have not manifested.

Oh and a relationship of numbers... if you can halve impact armor with elemental strike you could circumvent on average maybe 3-4 points of armor. Thats 1 to 1.333 hits circumvented. Critical strike adds damage automatically so each level of critical strike on average defeats 3 points of armor. If you'll have a magic of 5 or 6 get Critical Strike at 5 or 6 before you get Elemental Strike.
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Eleazar
post Apr 12 2007, 09:02 PM
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I would go for the increased reflexes 2 as well. Having another complex action is valuable. If nothing else you can use it for a full defense. I personally would drop Mystic Armor. 1.5 just for 3 dice on a resistance test. Combat Sense is so much more worth it.
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Wasabi
post Apr 12 2007, 09:05 PM
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QUOTE (Eleazar)
I would go for the increased reflexes 2 as well. Having another complex action is valuable. If nothing else you can use it for a full defense. I personally would drop Mystic Armor. 1.5 just for 3 dice on a resistance test. Combat Sense is so much more worth it.

Reaction keeps you from ever bing hit. In addition to reducing damage equally as well as armor point for point it can prevent you from ever being hit on the first place. This makes it REALLY good.

Mystic armor is better than reaction only versus area of effect attacks and if you are facing an opponent that will always hit with a lot of hits. If their damage doesnt exceed the total armor it converts Phys damage to Stun.

All in all Reaction is king and along with it Combat Sense.
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Kyoto Kid
post Apr 12 2007, 10:26 PM
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...stun still gives you negative modifiers. The whole idea is to take as little damage as possible. The other nice point about Mystic Armour it still gives you a little something extra when you have to go to that tres chic location.
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TheOOB
post Apr 12 2007, 10:48 PM
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QUOTE (Wasabi)
Oh and a relationship of numbers... if you can halve impact armor with elemental strike you could circumvent on average maybe 3-4 points of armor. Thats 1 to 1.333 hits circumvented. Critical strike adds damage automatically so each level of critical strike on average defeats 3 points of armor. If you'll have a magic of 5 or 6 get Critical Strike at 5 or 6 before you get Elemental Strike.

Yes, but critical strike doesn't add a secondary effect. The chance to outright knock an enemy out in one hit(electricity), set an enemy on fire(fire), or something like that with your unarmed strike is too good to pass up.

However, I'd have to say get the next level of improved reflexes. Initiative passes are the absolute most valuable resources in combat, and, barring suprise, the person with more init passes usually has the advantage in battle. Whats better, doign a few extra damage every attack, or getting an extra attack? Usually getting the extra attack.

Plus it improves your reaction (better defense), and makes the full defense option a better choice (even better defense).
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Demerzel
post Apr 12 2007, 10:55 PM
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Also elemental strike when activated surrounds your hands with the appropriate effect. Imagine the intimidation factor stepping up in a tense situation and igniting your fists into balls of fire...

Edit: Not to mention lighting your cigarettes.
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Big D
post Apr 12 2007, 11:11 PM
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IP wins. Every time (well, up to +2IP). Combat Sense beats armor in almost all cases.

Elemental effects *really* need some more fleshing out, but against anything squishy, sonic looks dang nice. Does it actually ignore hardened armor completely? That would make you an even better spiritkiller.
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Kyoto Kid
post Apr 12 2007, 11:54 PM
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QUOTE (TheOOB)
Yes, but critical strike doesn't add a secondary effect. The chance to outright knock an enemy out in one hit(electricity), set an enemy on fire(fire), or something like that with your unarmed strike is too good to pass up.

...I don't know, Hannah with her 8DV (base) punch is fairly capable of sending someone "to the canvas", permenantly, and has done so on several occasions now. Turned the last guy she hit into the proverbial Pez Dispenser with one punch, except no candy came out.
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D-Franco83
post Apr 13 2007, 12:25 AM
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QUOTE (Big D)
IP wins. Every time (well, up to +2IP). Combat Sense beats armor in almost all cases.

Elemental effects *really* need some more fleshing out, but against anything squishy, sonic looks dang nice. Does it actually ignore hardened armor completely? That would make you an even better spiritkiller.

I can also see the point about the combat sense.

My only problem now is which elemental strike to use. I like the Sonic, but I also like the other elementals (eletricity, cold, fire, acid, etc.) becuase I could also use it as intimidation factor, but I was thinking about using it for other creative ways.


How would you guys use the Sonic Elemental strike or any other besides hitting someone and the secondary effects?
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Jaid
post Apr 13 2007, 12:44 AM
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QUOTE (D-Franco83)
QUOTE (Big D @ Apr 12 2007, 06:11 PM)
IP wins.  Every time (well, up to +2IP).  Combat Sense beats armor in almost all cases.

Elemental effects *really* need some more fleshing out, but against anything squishy, sonic looks dang nice.  Does it actually ignore hardened armor completely?  That would make you an even better spiritkiller.

I can also see the point about the combat sense.

My only problem now is which elemental strike to use. I like the Sonic, but I also like the other elementals (eletricity, cold, fire, acid, etc.) becuase I could also use it as intimidation factor, but I was thinking about using it for other creative ways.


How would you guys use the Sonic Elemental strike or any other besides hitting someone and the secondary effects?

easy destruction of objects. you could seriously do some unpleasant things to doors, walls, floors, ceilings, etc with your fists if they ignored armor.
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Demerzel
post Apr 13 2007, 02:41 AM
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QUOTE (Jaid)
easy destruction of objects. you could seriously do some unpleasant things to doors, walls, floors, ceilings, etc with your fists if they ignored armor.

Sonic = Stun, stun never affects objects...
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Jaid
post Apr 13 2007, 03:49 AM
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hmmm... well then, in that case, pretty much just punching people in the face is all sonic is good for.
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Denicalis
post Apr 13 2007, 03:58 AM
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I've yet to find a problem in real life that a good punch in the face can't solve.
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