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> Adept detective building
Antongarou
post Aug 10 2007, 08:07 PM
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Hello all, new user here- although I lurked a lot several years back ;) .I'm writing a new character, my first in SR4, who is going to be an adept PI and wanted to know how essential do you think Improved Reflexes(level 1) are for survival in combat?The character concept doesn't lend itself to Synaptic Booster's cost, so it's either that or nothing.

To be clear- I don't want him to be mainly a battle character, but he's supposed to be a pretty good second ranker.I love what they did with Adept powers- in previous editions they made Adepts basically "Uber killing machines", today they are exactly that:Adepts.I think my favorite power is Analytics :love: , with Enthralling Performance and Multi-Tasking sharing second place.

PS.Any 4th ed. incarnation of SRCG?It was extremely helpful in past editions.
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klinktastic
post Aug 10 2007, 08:12 PM
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Best Character Gen EVER!

Well maybe not every, but it work...last I checked anyway.
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Kyoto Kid
post Aug 10 2007, 08:19 PM
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QUOTE (klinktastic @ Aug 10 2007, 03:12 PM)
Best Character Gen EVER!

Well maybe not every, but it work...last I checked anyway.

...for the present, I'll agree. Nice and concise & everything fits on one page (screen).

OP: The idea of an Adept Investigator intrigues me. I have already done an Adept Reporter albeit she's more of a third rank combatant (couldn't squeeze in that Improved Reflexes due to burning out a point of MA for all her headware)
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FrankTrollman
post Aug 10 2007, 08:28 PM
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Reflex Enhancement or a high Edge is very important to surviving combat.

But seriously, the 26 BP an Adept spends on having Synaptic Booster 1 is probably worth it vs. spending 20 on Improved Reflexes. Especially as it frees up a point on the Power Max and .75 points of Cyberware Essence you can fill with delicious senseware augmentations.

-Frank
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Antongarou
post Aug 10 2007, 08:32 PM
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Frank, I don't argue it makes sense from BP POV- but it doesn't jive right with the way I "feel" him, for lack of better word.
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Ol' Scratch
post Aug 10 2007, 08:38 PM
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It depends.

Such a character isn't a heavy hitter in combat situations, so reflexes aren't very vital. Even then, they're really nice to have but you can get by without any. Hell, even a heavy combat type in the main book -- the Weapon Specialist -- doesn't have a single form of boosted reflexes if I'm remembering correctly.

As long as at least a couple of people on the team are good in combat, you can get away with staying behind cover and doing the occasional pop shot. Gives you time to plan what to do when your turn to act comes up. Play smart. :)

Also, doesn't suppressive fire last until your character's next action pass (even if other characters have more in between them)? If so, that seems to be a really good tactic for someone with low reflexes if they want to contribute to the fight. Another reason why machine pistols aren't totally "worthless" as a few people have claimed here.
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Kyoto Kid
post Aug 10 2007, 08:47 PM
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...Dr Funk, thinking on the same wavelength, for Media Blitz does have Automatics skill just for that very purpose.

This is why she's a third rank combatant, but first rank when it comes to schmoozing, negotiating, and gathering information (and has a couple of caps of Jazz just in case).

But this is Antongarou's character thread. I'll post Media in her own thread tonight.
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Antongarou
post Aug 10 2007, 08:49 PM
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Hmmm...I was thinking more in the direction of him using Heavy Pistols when the shit really hit the fan, but good point Dr Funk.He will even have smartgun shades probably, so he can shoot around corners:)

When the shit only hits with mild velocity he has a very nice Supersquirt with Pepper Punch packs.Totally legal, and very effective.

PS.Klinktastic , that program is great- but for some reason it doesn't register the BP cost of attributes.
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WeaverMount
post Aug 10 2007, 09:03 PM
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At the risk diving compleatly off into another "Are IPs mandatory?" conversation, if you want to be a good second tier combatant, if you have 1 IP one of the best things you can do use Suppressive fire, as the affect last until your next pass. That means if you only have one you can suppress an area for the whole turn for only 20 bullets a turn
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Antongarou
post Aug 10 2007, 09:16 PM
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Yes, I think that's what Dr.Funk was aiming at.One problem I thought about was that it eats bullets like there is no tomorrow- You have to change clips every second turn.That's a lot of ammo.
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Marwynn
post Aug 10 2007, 09:29 PM
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Well it seems you already know of Multi-tasking which should accomplish most of what you want with your 'dicking' around.

I don't think it's essential to have an extra IP for such a character, and would probably be costly to do so.

He can even be more of a use by doing what he's already doing better. For example, if he has Astral Perception he may act as a second set of magic eyes out there, watching your backs. Enhanced Perception could let him notice things your buddies wouldn't. And the two will make you a damn good assenser.

Or hell, Commanding Voice could let him do some funny stuff.
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FrankTrollman
post Aug 10 2007, 09:45 PM
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QUOTE (Antongarou)
Yes, I think that's what Dr.Funk was aiming at.One problem I thought about was that it eats bullets like there is no tomorrow- You have to change clips every second turn.That's a lot of ammo.

Ask the mage some time how sorry he is for you that you are chewing through dozens of nuyen every combat the next time he busts out a bound spirit.

-Frank
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Antongarou
post Aug 10 2007, 09:48 PM
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I'm thinking about giving him Astral, and he already has some enhanced perception, as well as Analytics, which is extremely useful to any character searching for information.Good point about commanding voice, but I chose Cool Resolve instead- he'll probably get that sometime down the road, though.I was simply trying to make sure combat in SR4 could be survived successfully without extra IPs.

Also, am I the only one who thinks Eidetic Sense Memory is extremely cool?
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Antongarou
post Aug 10 2007, 09:52 PM
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I wasn't thinking money Frank.I was thinking time wasted, and weight and profile as well, although they're somewhat secondary in this edition- but 5-6 clips jostling in your pockets tend to be conspicuous.And god forbid you run out of filled clips in the middle of battle.
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Marwynn
post Aug 10 2007, 10:00 PM
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Have you thought of perhaps supporting combat differently? Won't be subtle, but lugging around the semi-automatic grenade launcher can let you lob covering (thermal) smoke, high explosives, even gas.

Granted, it's unsubtle as all hell. But with something that heavy you'd be making an impact with just one IP. With heavy weapons as your "main" combat skill you can still devote a few points for Pistols or Automatics, with the latter being the favourite.

Just a thought. Most of the "support" characters I end up doing specialize in either thrown weaponry or grenade launchers.
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Antongarou
post Aug 10 2007, 10:04 PM
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He's a PI, not ex-merc.So thanks but no, thanks.He *may* know how to handle Steyr TMP, but he definitely won't know how to use heavy weapons at the beginning- learning is an altogether different issue.And he will know at least the basics of lobbing grenades.
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WeaverMount
post Aug 10 2007, 10:40 PM
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I know it totally doesn't fit in with your character concept, but an ares alpha for the full auto and grenade launching is the best support gun in 4e.

For your character though, have you though about going Mystic Adept? If you only put one point of magic into magician you could still get astral perception, watcher spirits, analyze device, analyze magic, spirits of man to search, and wrinky dink wards that you know got smashed.
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Cain
post Aug 10 2007, 10:50 PM
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I'll also vote for a touch of cyber. Augmentation lists a ton of things that boost perception and intuition-based skills. The attention coprocessor alone is worth its weight in almost any archetype.
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streetangelj
post Aug 10 2007, 10:56 PM
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Actually one of my players built a detective adept. He traded away for 1 Essence worth of senseware and the took: BOTH memory powers, multitasking, astral perception, analytics, improved perception, and some senses not covered by his 'ware. He rolls buckets o' dice for perception tests, and is well-rounded enough in other areas. He's got a lot of contacts and decent social skills so he'll probably make a decent face as well (The other possible face in the party is the Elven conjurer.).
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Antongarou
post Aug 11 2007, 07:47 AM
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What good does 3-d memory do when you've got eidetic sense memory?One of the reasons I didn't take it was because it looked redundant to me.
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Marwynn
post Aug 11 2007, 08:12 AM
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Eidetice Sense Memory let's you "relive" the experience from your perspective; could be made redundant by cybereyes and ears on record mode. 3D memory however let's you "re-experience" a small space.

My detective also had the Photographic Memory quality just to cover all the tracks. I patterned him after Adrian Monk.

A Mystic Adept really would be beneficial. But you'd still have to sink a Power point to get Astral Perception. So you're looking at putting 2 points aside at least, 1 for Astral Perception, the other for Magic. You'll also need a high Assensing skill to get the most out of it. But on the plus side he can cast spells, counterspell, and summon.

Nifty, but it might not be your thing if you want a really keen, but not too fancy, gumshoe.

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Cursedsoul
post Aug 11 2007, 08:26 AM
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On the note of combat effectiveness and having 1IP, what if you liberally used Take Aim actions?

I can't remember if this is starting legal, but you could have your character take pistols(SA) 6(+2) for 8 dice to start giving you up to +4 dice per take aim.

So you take your Predator and aim for two IPS giving you 12 dice to throw around. You could A) fire B) call up to a +4DV attack C) negate armor or D) Knock something out of their grasp.

With option A you're rolling 12 dice + agility which is pretty juicy.

With B) you turn a 5P, -1AP bullet into a 9P, -1AP which is seriously gonna hurt, especially considering you've still got your initial 8 dice + agility to pump it up further if you get lucky.

On the same note, you could turn that into an 11S, +1AP attack with gel rounds. That's pretty nasty, especially if they're not wearing much armor. If that person happens to be the enemy mage, good luck casting spells and resisting drain (unless they're overcasting, at which point it's still a pain). You'll probably disrupt their spells too considering you've got a damn good chance of knocking them on their rear end.

With C) you could load up your gun with stun bullets giving you 7S and if you successfully bypass their armor, you'll circumvent your now +1AP mod.

With D) You've got some pretty sweet action going with gel rounds since to the best of my knowledge, your predator is dealing a 7S attack to their hands and all you need to do is beat their strength to make'em drop their toy. Granted they're still getting full armor (bleh) but you're still rolling 8 dice + agility and the -4 mod for knocking the object out of their grasp is countered by your meticulous aim.

Kinda hard to fire a weapon you no longer have. It'd be pretty cool if you somehow managed to get them to fumble a grenade for whatever reason.

Even if you start with Pistols(SA) 4(+2) that's still 3 take aim actions which might actually be better because you spend your first IP aiming, half of your next one doing the same, and then you fire with your remaining SA.

I dunno how your GM'd rule taking aim but I don't think it's unreasonable to assume that you don't need to keep your gun trained on them the entire time as I imagine a lot of it involves concentrating and focusing more intently on where they are in general so you're making a more accurate shot.

Of course this does mean you spend your time exposed BUT if you take your smart glasses and manage to be able to fire from around the corner that problem is solved.

Sure you won't be dropping people left and right but you can disable and that's just as good. Taking two IPs to take someone out with 4SAs or 2CAs is just as good as taking 2IPs to take someone out with 1SA.

If you go for the extra half and drag it into a 3rd IP, you can fire with your +4 bonus and then make another called shot right after that (might be a GM call), only you won't get any positives from extended aiming.

Also, don't forget that on page 150 of SR4
QUOTE
The gamemaster may also allow other specific effects for called shots if he chooses. For example, you could use called
shots to knock an opponent over a ledge, shoot out a tire, temporarily blind an opponent, etc.


Thus if you play SMART like was already brought up, you can probably find something productive. Plus since you've got perception bonuses up the wazoo I'm SURE your character'd have NO problem spotting opportunities.

Don't forget you can also delay actions and can do so on any of your actions so you can choose to call a shot and take aim and then delay your actions until whomever your aiming at goes and then pre-empt them if you got lucky with your initiative or used Edge to ensure you get an extra IP or go first or whatever.

That could be useful if say, to bring up a previous example, they are moving to throw a grenade and you choose to intercept them as they throw it to knock it out of their grasp and make'em drop it.

Same could be said for aiming at a mage casting a spell if your GM allows you to spot him doing it (and it can be pretty subtle) which shouldn't be an issue given your perception.

Hell, you might even be able to shoot a guy's gun out of its holster or plug'em in the smart goggles/glasses/etc to screw them out of its advantages.

Just be aware and think outside the box and basically do what a PI would do. :)
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Antongarou
post Aug 11 2007, 11:58 AM
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Wow, thanks for all those ideas Cursedsoul, they look extremely useful- and really remind me of various PIs I read about.And thanks to everyone else for their various inputs, too.

On a side note, does anybody know if there is an equivalent of magnesium flares or similar that can be used to cause people to go blind, maybe like those flash grenades from CC?
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Buster
post Aug 11 2007, 01:47 PM
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QUOTE (klinktastic @ Aug 10 2007, 03:12 PM)
Best Character Gen EVER!

Well maybe not every, but it work...last I checked anyway.

Actually many nuyen and essence costs are wrong for the gear, so beware.
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Buster
post Aug 11 2007, 02:00 PM
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QUOTE (Antongarou @ Aug 11 2007, 02:47 AM)
What good does 3-d memory do when you've got eidetic sense memory?One of the reasons I didn't take it was because it looked redundant to me.

I started a thread on this once and it ended up going for several pages. Bottom line: by RAW, Eidetic Sense Memory and 3D Memory are redundant. In fact 3D Memory is a weaker power because it's slower, it isn't perfect-recall, and has a shorter range. If you fix the grammatical typo in the passage, 3D Memory becomes useful.

Change:
QUOTE (Street Magic)

The adept may not interact or disturb anything in the recalled scene, he may only review things he actually saw or sensed, even if only incidentally at the time.


To this:
QUOTE (Fixed)

The adept may not interact or disturb anything in the recalled scene, he may only review things he could have actually seen or sensed if he had moved around the scene.


In other words, after the fix, you can use 3D Memory to see behind someone's back, under the car chassis, behind the desk, etc.
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