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> Biker Adept
Zyerne
post May 7 2010, 02:21 PM
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So, I was supposed to be working out a rigger and got sidetracked. 400 bp build with 370 spent. There's 30 left for contacts, more skills/qualities,whatevers. There's also 2 points of magic unspent so far, not sure where to go with those.

I'm not that keen on In-Debt but it was an easy way to get the 15 points.

Metatype : Ork (20 BP)

Attributes (230 BP)
Body: 6
Agility: 4
Reaction: 5(6)
Strength: 5
Charisma: 3
Intuition: 3
Logic: 2
Willpower: 4

Edge: 1
Magic: 5
Initiative: 8(9)/1(2)
Essence: 6

Active Skills (134 BP)
Close Combat : 3
Etiquette : 4
Negotiation : 2
Dodge : 2
Longarms (Shotguns) : 2
Pistols : 2
Perception : 2
Automotive Mechanic (Wheeled) : 3
Pilot Ground Craft (Bike) : 6 (+3 Adept power)
Intimidation (Physical) : 1

Knowledge Skills (15)
English : N
Sports (Combat Biking) : 3
Seattle Street Gangs : 4
Russian : 2
Vory : 2
Magic Background (Path of the Adept) : 1
Street Drugs : 1

Qualities (+15 BP)
Adept
Fame (5 - Combat Biking)
Gearhead (5 - Contrail)

Addiction, moderate (Red Orchid)
Spirit bane
In Debt (15)

Powers
Attribute Boost : Strength (Level 3)
Improved Ability : Pilot Groundcraft (Level 3)
Improved Reflexes (level 1)

Gear - 30k to spend (6BP) plus 15k for bike (In Debt)

Contacts (TBC)

Comments, suggestions, tweaks all welcome.
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Karoline
post May 7 2010, 03:00 PM
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Let see... first off think you messed up your reaction as 5(7) since you only have 1 bonus reaction that I can see. I know your improved ability is towards pilot, but what about attribute boost? It has to go to a specific attribute if I recall correctly.

I'd suggest putting a bit more focus in some other areas as well. Right now you're decent with a shotgun, and passable with a pistol, but you lack much ability in a run besides riding your bike, which has limited application in a corp compound.

Right now your concept looks a little like the BMX bandit. I'd suggest picking a weapon (unarmed or shotguns or whatever) and focusing on that more to give yourself some better combat options.
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Zyerne
post May 7 2010, 03:20 PM
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I did mess up my reaction, oops.

As to the powers, that's what I get from copy/paste from a char generator, I'll edit those. Attribute boost is strength for when he has to go melee.

Taking Improved Ability Agility would help with the combat options. Expensive, but no so much when compared to Improved Combat Ability.

Dropping Strength Boost to 1 when then leave 1 point spare, possibly for Kinesics?
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Karoline
post May 7 2010, 03:30 PM
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I'd go for Kinesics only if you're going to be the face, which at 7 dice, seems unlikely as an elf can easily manage that with charisma alone. Speaking of which, why is etiquette so high? I think you could safely convert that into influence group 2 so that you can pick up con, and possibly drop a point off of charisma. Only 4 dice, but that is enough to get by on simple things.

If you boost longarms up to 4, with the spec you have 6 + 4 + smartgun to give you 12 dice on shotgun attacks, which should be sufficient to hit most enemies. Make sure you grab some kind of automatic shotgun capable of burst fire for when you need that extra punch.

Could consider putting that extra power point into another level of reflexes. That'd increase your reaction a bit more for biking, and would give you an extra pass in combat, making you that much more effective in battle.
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Zyerne
post May 7 2010, 03:49 PM
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Etiquette is so high because I started with 2, decided I wanted at least 2, possbily 3 specialisations so just whacked it up instead. Then figured I might as well take intimidate incase I decided to go kinesics later. I could revert to an earlier spec and replace Intimate with Heavy Weapons(Grenade Launcher).

If I raised Longarms, I'd do it with the skill rather than the power I think, I don't consider .5magic a point good value til it's maxed. I've got the points left for extra skills. so there's no problem there. Increasing Agi seems the better option as it's +2 to Longarms, Pistols and CC rather than just Longarms. He'd be getting a SPAS-22 or the Enfield

No reason I can't raise Longarms (skill) and Agility though (IMG:style_emoticons/default/smile.gif)

As to the Increased Reflexes, my plan was to put that up to 2 as soon as I had the karma to spend to raise magic but it looks like I may rethink that.

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Zyerne
post May 7 2010, 04:33 PM
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Thinking about it has thrown up another question. I was holding off on Improved Agilty partly because it costs more karma to increase as your working off the improved stat, not the base one. However, increasing the stat to base first would double the power cost.

So...

If I have 4 Agility with +2 Improved Agility for 4(6)

Can I still increase to base 6 agility, paying the higher karma costs based on the improved rating, finishing at 6((IMG:style_emoticons/default/cool.gif) ). If so, do I get to keep the original power costs or do they increase because I'm going over natural maximums.

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Karoline
post May 7 2010, 04:48 PM
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I think you raise them as though they were at the higher level and the PP cost doesn't change, though I'm not 100% on that. It would save you 1.5PP but cost you an extra 20 karma to do it that way, which is about a wash overall.

Instead you might want to consider giving up a point of magic in order to get muscle toner. Compare the 1 point of lost magic to the 1.5 points it would cost to raise agility 2 points (And no worries about natural max or increasing karma cost) and you'll find it is a fairly good deal.
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Zyerne
post May 7 2010, 05:04 PM
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Toner, Aug, Synaptic Accelerators are all better value. 2 points of magic buys a LOT of bioware and apart from odd things like Attribute Boost and Healing, I can't see too much reason for a PhysAd to maintain his magic as much as a mage might.

Getting bioware for the things bioware does "cheaper" seems, well, cheap though.
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Manunancy
post May 7 2010, 05:43 PM
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But an adept centered on biking seems more likely than other to go for the fastest and easiest way and flip the bird to notions of purity or keeping totaly atuned with magic.
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Zyerne
post May 7 2010, 06:02 PM
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That had occured. It also frees up a lot of magic points for other things. For instance, Astral Perception would vastly increase his usefulness on a team, especially combined with a weapon focus. With spirit bane and an addiction to an awakened drug, that might not be a bad idea.

Combined with that, Cram would make a short term substitute for Increased Reflexes until Synaptic Boosters could be afforded.

Then he flips round the other way, intiates and attunes with his bike and shotgun.
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kzt
post May 7 2010, 06:23 PM
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If you get into HtH you have failed as a rigger. And STR has no real use in SR otherwise. I'd go with synaptic acceleration instead and consider why you want an adept. It's only a little more to have a full mage, which gives you astral perception, astral projection, and counterspell. And the option of having a ranged attack when "unarmed".

But we always built characters using Franks house rules, which reduces skill costs to rational.
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Zyerne
post May 7 2010, 06:33 PM
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Combat biking involves the use of maces, lances and other HtH weaponry. Whislst some of the bikers are riggers I wanted to do it differently as I already have a "proper" rigger in the works.

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Nifft
post May 7 2010, 07:37 PM
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Spend a point of Essence (and Magic) to get yourself some augmentation. You need:
- Synaptic Booster 1
- Control Rig
- Hot Sim Module (which can be paid for with Capacity if you get a cyber hand or foot)

If you're tight on BP, don't buy specializations yet. They're expensive in BP relative to how much they cost in Karma.

Dodge works in meatspace and rigspace, so put 4 or 5 ranks in that.

Close Combat is an expensive group. Just take Clubs (and buy yourself a shock club + pay for Melee Hardening on your gun).

Likewise, having both Pistols & Longarms seems like a waste. Pick one and stick with it.

If you have Etiquette and Negotiation, you might consider taking the Influence group, which gives you 4 skills for the price of 2.5... but you should also consider just dumping them. With a Cha 3 and no Face powers, they're not going to do much. Intimidation is fine, if your party's Face skipped it.

Why don't you have Gunnery?

If you take my suggestion regarding implants, you'll have lost 1 Essence (and 1 Magic), so you'll have 4 Magic left to spend. Here's what I'd do with those 4 power points:
- Combat Sense 4 (works in meatspace and rigspace) = 4
- Improved Vehicle Ability 3 (Pilot Ground Craft) = 0.75
- Heightened Concentration (from Digital Grimoire) = 1 <-- this allows you to ignore -4 of the penalty for operating in meatspace and fully jumped-in VR at the same time
- 0.25 left over, Sustenance?
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kzt
post May 7 2010, 07:51 PM
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QUOTE (Zyerne @ May 7 2010, 11:33 AM) *
Combat biking involves the use of maces, lances and other HtH weaponry. Whislst some of the bikers are riggers I wanted to do it differently as I already have a "proper" rigger in the works.

Oh, so you want a professional athlete, not a professional criminal on a bike?

In that case an adept makes sense and you only want to run AR rigging, as VR means you can't fight HtH.
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Karoline
post May 7 2010, 08:09 PM
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Why is everyone calling this character a rigger and suggesting stuff for riggers? This is not a rigger, this is a combatant that is good on a bike.
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Zyerne
post May 7 2010, 08:18 PM
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No gunnery because most combat bikers don't use vehicle mounted weaponry. Given that and the fact there's going to be a proper rigger in the group, I'm trying to avoid a control rig. That said, I'll have to check that digital grimoire power, it's not one I've seen. Does it mean he wouldn't look like a dead fish whilst on the bike?

In the mean time..

I've already decided to drop pistols, a shortbarreled t-250 will do for a "handgun" with a nice assault shotgun for when heavier firepower is needed. Combat biking nicely justifies licenses.

Close combat I'm inclined to keep for concept reasons, same with the social skills. I just don't see him as Leadership or Con kinda guy.

Synaptic boosters will go on the "get in play" list. Affording level 2 at char gen is going to be impossible, level 1 offers no real benefit over Cram in the short term.
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Zyerne
post May 7 2010, 08:30 PM
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QUOTE (Karoline @ May 7 2010, 08:09 PM) *
Why is everyone calling this character a rigger and suggesting stuff for riggers? This is not a rigger, this is a combatant that is good on a bike.


Probably because I mentioned rigger in the first line of my first post.
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Nifft
post May 7 2010, 09:08 PM
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QUOTE (Zyerne @ May 7 2010, 04:18 PM) *
No gunnery because most combat bikers don't use vehicle mounted weaponry. Given that and the fact there's going to be a proper rigger in the group, I'm trying to avoid a control rig. That said, I'll have to check that digital grimoire power, it's not one I've seen. Does it mean he wouldn't look like a dead fish whilst on the bike?

SR4A, p.226: "Perceiving the VR Matrix in its full glory overwhelms the physical senses. Any action taken in the physical world while in VR suffers a –6 dice pool penalty."

... so you technically never had to look like a dead fish, but if you tried to move you would look like a rather clumsy fish. Heightened Concentration allows you to reduce that -6 penalty to -1 or -2 (and eventually entirely eliminate it). But it's a bit irrelevant if you're not going to be a full-on rigger...

QUOTE (Zyerne @ May 7 2010, 04:18 PM) *
I've already decided to drop pistols, a shortbarreled t-250 will do for a "handgun" with a nice assault shotgun for when heavier firepower is needed. Combat biking nicely justifies licenses.

Close combat I'm inclined to keep for concept reasons, same with the social skills. I just don't see him as Leadership or Con kinda guy.

Synaptic boosters will go on the "get in play" list. Affording level 2 at char gen is going to be impossible, level 1 offers no real benefit over Cram in the short term.

Cool. If you plan to go that route, obviously skip the Reflex boosting power.

I still highly recommend Combat Sense 4 or 5, it's going to be of use in every fight.
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Ol' Scratch
post May 7 2010, 09:12 PM
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QUOTE (Nifft @ May 7 2010, 03:08 PM) *
Heightened Concentration allows you to reduce that -6 penalty to -1 or -2 (and eventually entirely eliminate it).

...for a single task for each Complex Action you surrender to do so. People really misread the fuck out of that power.

A task, in context to how it's described and in the same context when used in the core rules (SR4A p. 60, "Dice Pools" and SR4A p. 61, "Defaulting" for instance), is basically a single use of a skill or other similar action. It's Centering Lite™, not Permanent Penalty Reduction Power™.
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Nifft
post May 7 2010, 09:39 PM
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QUOTE (Dr. Funkenstein @ May 7 2010, 05:12 PM) *
...for a single task for each Complex Action you surrender to do so. People really misread the fuck out of that power.

A task, in context to how it's described and in the same context when used in the core rules (SR4A p. 60, "Dice Pools" and SR4A p. 61, "Defaulting" for instance), is basically a single use of a skill or other similar action. It's Centering Lite™, not Permanent Penalty Reduction Power™.

Would you mind quoting the line of the text which says that Heightened Concentration applies to "a single task" per use?

Perhaps it's in the errata?

I'm not seeing any such language. The only limitation I can see is "a single situational negative dicepool modifier", so it would allow you to ignore the -6 from VR -- but you couldn't use it to ignore cover / concealment penalties, or wound penalties, or whatever else, unless you took another Complex action to re-focus.

Maybe it's a contentiously ambiguous power. I guess you'd better ask your GM how it works in his game before you accept advice from the forum.
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Zyerne
post May 7 2010, 09:41 PM
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Ok, reworking the powers, I'm looking at

Increased Pilot Groundcraft 3
Strength boost 3
Astral Perception
Combat Sense 2
Quick Draw (cos quickdrawing an assault shottie beats a pistol any day.)

That's the 4 points.
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Ol' Scratch
post May 7 2010, 09:48 PM
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QUOTE (Nifft @ May 7 2010, 03:39 PM) *
Would you mind quoting the line of the text which says that Heightened Concentration applies to "a single task" per use?
QUOTE (Digital Grimoire, Heightened Concentration)
The adept is capable of tuning out a single distraction to her task at hand.

The very first sentence of the power says as much. The exact same language is used in the core rules on the pages I referenced. Case in point, SR4A p. 60, Dice Pools: "When a gamemaster calls for a test, he will provide the player with a description of the task at hand and which skill (and linked attribute) is most appropriate for it." SR4A p. 61, Defaulting: "In some cases, however, a task may be too difficult for someone who lacks the proper skill to attempt (such as brain surgery, for example)." etc.
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Nifft
post May 7 2010, 10:04 PM
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QUOTE (Dr. Funkenstein @ May 7 2010, 05:48 PM) *
The very first sentence of the power says as much. The exact same language is used in the core rules on the pages I referenced. Case in point, SR4A p. 60, Dice Pools: "When a gamemaster calls for a test, he will provide the player with a description of the task at hand and which skill (and linked attribute) is most appropriate for it." SR4A p. 61, Defaulting: "In some cases, however, a task may be too difficult for someone who lacks the proper skill to attempt (such as brain surgery, for example)." etc.

You're taking an awfully close reading of the word "task" there, which isn't a closely defined term in SR4. (Unlike "test", for example, which is a term of art in SR4.)

By your hyper-close reading, the power is only usable by female Adepts, since it's only usable on "her task at hand".

The less close reading -- that the first line is basically flavor text, just like the first line for the powers Power Swimming and Indomitable Will -- allows both males and females to benefit from a not particularly broken power.

... anyway, Zyerne, consult your GM before using.
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Ol' Scratch
post May 7 2010, 10:09 PM
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Yes, you're right. It's clear that a power that requires activation (ie, the required Complex Action) is a permanent power that functions all the time without any consequence, effectively making it significantly more powerful than one of the more powerful and coveted metamagic techniques in the game. You nailed it. You just gotta make sure to close your eyes and hum loudly so you can ignore everything that counters your piss-poor reading of the rule to make it so, is all.

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Nifft
post May 7 2010, 10:25 PM
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QUOTE (Dr. Funkenstein @ May 7 2010, 06:09 PM) *
I can't support my arguments, so I'm just going to swear at you for a while and hope that works instead.

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