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> Killing hands and Adepts, Questions on new-age Ninjas
mfb
post Jan 27 2004, 05:56 AM
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you need Magic in the Shadows. it has rules for adept initiation. someone whose got MitS with them can give you the short-short version on what's involved.
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Cain
post Jan 27 2004, 06:08 AM
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QUOTE
Where can I find more information on adepts (Only books I have with powers in it are the SR3 core and Grimore 2nd ed.)

Can Adepts do initiations? Grimore says only Shamans and mages can.

Pick up Magic in the Shadows. Adepts really come into their own there. [edit-- damn it, mfb beat me to it.]

The short version is that they initiate the same way as any other awakened character. Adepts have a few more options when it comes to Centering, however. Unlike in the 2E grimoire, you only get one metamagic per level, and level 0 initiation is a thing of the past.

The other thing to remember is that while it's recommended that adepts not use the 20 karma = 1 PP rule if you have MitS, some people keep it anyways. If you do that, (as anyone who doesn't read the FAQ will) then adepts keep their edge for a good long while.

QUOTE
i was referring more to the fact that you can't just geas a single power, if you're geasing against magic loss. if i take some cyber, i can't just geas my Low-Light Vision--i have to geas an entire point of magic; if i break my geas, i can no longer use any power i bought with that magic (power) point.

Kinda-sorta but not really. What it means is that if the same geas has been applied to several powers, breaking it means all those powers are unuseable. However, if you've geased a power worth 1 pp, you have effectively only geased a single power. What's more, if someone has a power in levels-- say, several levels of Improved Strength-- then only 1 PP worth is affected. So, the adept may not be *as* strong unless he eats his can of spinach, but he could easily have several ungeased levels of Improve Strength availiable to him.
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mfb
post Jan 27 2004, 06:08 AM
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some people say that 3 points is too much for the Quickpost power. some people are fools.
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Kagetenshi
post Jan 27 2004, 06:15 AM
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Just shoot him in the foot. Then you can beat him to the post once more :)

~J
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mfb
post Jan 27 2004, 06:17 AM
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yep. he'd be flat-footed, so i'd get my sneak attack damage and--if your GM allows it!--my iaijutsu attack damage.
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Crimzero
post Jan 27 2004, 10:29 AM
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QUOTE
The other thing to remember is that while it's recommended that adepts not use the 20 karma = 1 PP rule if you have MitS


Out of curiosity, why is that?


Another thing I found odd, at char creation all othr archtypes can improve their powers (Mages can buy spell points :twirl: , Sammys can buy new tech :cyber: , riggers can buy cars :S ) but there is no way to get extra adept powers.

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Fortune
post Jan 27 2004, 11:01 AM
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QUOTE (Crimzero)
Out of curiosity, why is that?



Because the rules for Initiation are in MitS. If you only use the main SR3 book, there would be no way for the Adept to progress in Magical Ability, so the '20 Karma' rule was thrown in. If, on the other hand, you use the rules for Initiation as presented in MitS, the '20 Karma' rule becomes superfluous.
QUOTE
Another thing I found odd, at char creation all othr archtypes can improve their powers (Mages can buy spell points :twirl: , Sammys can buy new tech :cyber: , riggers can buy cars :S ) but there is no way to get extra adept powers.

Why should they? Mages are limited in the amount of Spell Points they can actually purchase, and if they choose to do so they take a dramatic hit on the rest of their character's stats.

Adepts can also buy new tech, including Cyber and Bioware. They also aren't prohibited from buying cars. There are lots of different ways to create an Adept character without the need for even more Magic at chargen.
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Crimzero
post Jan 27 2004, 11:13 AM
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QUOTE
If, on the other hand, you use the rules for Initiation as presented in MitS, the '20 Karma' rule becomes superfluous.


Ah, I see. I will have to get my hands on a copy (if only people would stop outbidding me! argh!)

QUOTE
There are lots of different ways to create an Adept character without the need for even more Magic at chargen.


True, I jst thought it was kinda weird mages and shammies could buy more spells and adepts couldn't.
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toturi
post Jan 27 2004, 01:06 PM
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QUOTE (Fortune)
Adepts can also buy new tech, including Cyber and Bioware. They also aren't prohibited from buying cars. There are lots of different ways to create an Adept character without the need for even more Magic at chargen.

Yes, but adepts are more limited than mages in buying stuff at chargen. Adepts cannot bond a weapon focus, they cannot use cash to buy more power points to give themselves more abilities in a manner similar to mages.

Mages can buy cars too, as well as cyber and bioware. You make them sound as if they can't buy cars or cyber or bioware. That is a misleading statement.
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Lilt
post Jan 27 2004, 01:32 PM
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QUOTE (toturi)
That is a misleading statement.
In Fortune's defense; It's only really misleading if taken out-of context.
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Rev
post Jan 27 2004, 06:32 PM
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I think if you add a bunch more powers and/or allow physads to make up reasonable powers they are just fine.

The canon books just don't have very many adept powers, and half of them are quite lame.
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sidartha
post Jan 28 2004, 03:04 AM
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in my most humble opinion you can make a highly efective adapt with the powers in MITS. concider the adapt that can jump over a 9 foot tall fence not set off the motion sensors on the other side and still moves like he has wired level 2
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Cain
post Jan 28 2004, 08:05 AM
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QUOTE
Yes, but adepts are more limited than mages in buying stuff at chargen. Adepts cannot bond a weapon focus, they cannot use cash to buy more power points to give themselves more abilities in a manner similar to mages.

Neither can mundanes. Your point?

Anything a mundane can buy, an adept can as well.
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Digital Heroin
post Jan 28 2004, 09:55 AM
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Adepts being some of my favorite characters... I see nothing but benefits to playing them... dice and martial prowess aside, as well as flavor aside... there's one benefit I love:

Starting Characters:

Street Sammie walks into building: metal detector/cyberware detector go insane, Sammie's pulled aside.

Adept walks into building: metal detectors not tripped (he's his own weapon), cyber scanners not tripped... mages pull sammie aside after assensing.

Expirienced Characters:

Street Sammie walks into building: metal detectors possibly not tripped (ceremic weapons if the Sammie's wise, caseless ammo), cyber scanners tripped (delta's rare and expensive, and we're not talking hot at drek here), Sammie pulled aside

Adept walks into building: metal detectors not tripped, cyber scanners not tripped, Adept walks past assensing mask as he is Initiated w/Masking...

May the Ghost bless the elegant, and unobtrusive approach.
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Crimzero
post Jan 28 2004, 11:58 AM
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Could someone give me a quick bare-bones rundown or initiations til I can get my hand on a copy of MitS. I don't need much just exp costs. Shadowrun stuff is even sparcer than Exalted stuff around here.


QUOTE
That doesn't make Killing Hands any more useful, though, since you can do that with a Dikoted Polearm just as well


I know it's been a while since this was posted, but I wanted to comment on it. I have to think killing hands would be vastly more useful than a polearm simply because a polearm should be nearly inconcealable. Expecially in wetwork situations, a suit is more likly to open his door to a guy with his room service, than to a guy with his room service... and a halberd strapped to his back. Plus being able to kill with a hand shake* would make negotiations go much smoother ;)

*a slight exageration, for spice BAM!
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Austere Emancipa...
post Jan 28 2004, 12:21 PM
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QUOTE (Crimzero)
QUOTE (Austere Emancipator)
That doesn't make Killing Hands any more useful, though, since you can do that with a Dikoted Polearm just as well [...]

I know it's been a while since this was posted, but I wanted to comment on it. I have to think killing hands would be vastly more useful than a polearm simply because a polearm should be nearly inconcealable.

The message you quoted continued: "Your hands are just more concealable [...]". It was also a direct response to solidCobra's message about Adepts being capable of tossing 14 dice.

QUOTE (Crimzero)
Plus being able to kill with a hand shake* would make negotiations go much smoother ;)

Not really an exaggeration, because it works. You'll need Delay Damage (Silent), though.
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Crimzero
post Jan 28 2004, 01:15 PM
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QUOTE
The message you quoted continued


I know I'm not bashing you or anything, I was vocalizing the voices in my head. Deadly hands seems to be much better than deadly polearms...
(insert weird image of adept with gorilla arms... sorry)
but then again, the pole arm doesn't cost 4 power points I can see your point ;)

QUOTE
Not really an exaggeration


That's pretty sweet, nice way for a coporate adept type to "work" his way up the ladder.
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Siege
post Jan 28 2004, 02:10 PM
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Hey Digital: I'm a big fan of adepts too, but if they've got a mage working security who's gonna assense the samurai, odds are the adept is gonna get pegged too. :grinbig:

-Siege
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toturi
post Jan 28 2004, 02:49 PM
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QUOTE (Digital Heroin)
Starting Characters:

Street Sammie walks into building: metal detector/cyberware detector go insane, Sammie's pulled aside.

Adept walks into building: metal detectors not tripped (he's his own weapon), cyber scanners not tripped... mages pull sammie aside after assensing.

Expirienced Characters:

Street Sammie walks into building: metal detectors possibly not tripped (ceremic weapons if the Sammie's wise, caseless ammo), cyber scanners tripped (delta's rare and expensive, and we're not talking hot at drek here), Sammie pulled aside

Adept walks into building: metal detectors not tripped, cyber scanners not tripped, Adept walks past assensing mask as he is Initiated w/Masking...

Sammie walks up to the Sec Guard, "Mr Johnson is coming. I'm here to secure te area for his arrival. I'll be taking over. Your services are no longer required." Pulls out SIN and other (well-faked) permits, shoves Sec Guard aside, tells Sec Mage he's relieved. Obvious cyberware reinforces the image that he is obviously more qualified than low Sec Guard.

Adept says, "Please Mr Sec Guard, please stand down. I've got no guns, just my bare hands."
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Siege
post Jan 28 2004, 02:52 PM
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Physical adept in a suit with sunglasses looks mean and nasty enough in a corporate manner that the sec guard realizes he isn't paid enough to question someone as important as the adept and scurries for cover.

Obvious cyber just means you weren't important enough for beta or delta grade 'ware. :grinbig:

-Siege
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toturi
post Jan 28 2004, 02:58 PM
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Obvious cyber can be delta. Just it is OBVIOUSLY cyber. And sec guard realises he is not paid enough to question someone as OBVIOUSLY powerful as Mr Obviously-Cybered Sam.
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Siege
post Jan 28 2004, 03:08 PM
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Idle curiosity: what kind of obvious cyber were you thinking of?

In a world of suits and uniformity, I'm not sure how much obvious cyber would be acceptable.

-Siege
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TheScamp
post Jan 28 2004, 03:19 PM
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In a world of suits and uniformity, I'm not sure how much obvious cyber would be acceptable.

In a sec/bodyguard type? I'd say a fair amount, limbs and eyes being primary.
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Siege
post Jan 28 2004, 03:26 PM
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You advocate cyberlimbs?

The only real obvious bits of 'ware I could think of would be datajacks and either dermal armor or dermal sheathing.

Cybereyes aren't particularly obvious unless you choose to get them chromed.

-Siege
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spotlite
post Jan 28 2004, 05:11 PM
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*slaps self upside head* keep forgetting about geasing. Should remind my physad players. I beleive you can geas regardless, to get cheaper powers. i don't *think* it has to be to compensate for loss.

Regarding the 20karma per point rule - we still use it as well as initiation even though we know what the FAQ says. This is because regardless of how many powers you have, you can only use as many as you have magic points. Letting them buy power points doesn't let them use the powers. They have to turn off some of their existing ones in order to use the new ones. So even a grade 5 adept with 10 extra power points of powers who's managed to not lose magic points from injury or cyber still only has 11 points of magic. He might have 21 points of power, but he can't use all of them at once and it still takes free actions to turn them on, or turn them off. that adds to a free action and a simple action to deactivate one and turn on another in one initiative pass. And that much time can be dangerous.

this allows adepts who really can't afford to initiate at the high levels to still gain flexibility and increase in usefulness to the team, but not at the expense of game balance, and they have a few spare karma points to improve skills and so on. Its more enjoyable for the player, and doesn't cripple the Gm at the same time. House rule though, obviously.
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