The Blind-eyed Monk from China |
The Blind-eyed Monk from China |
Apr 23 2012, 06:06 PM
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#1
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Moving Target Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
So, I thought up a very cool concept for our Shadowrun game that I need to know if it would work or not.
Basically, I created an Adept with Astral Perception, Blind Fighting, Perception of 10 with Specialization of Hearing, and Neurological Blindness. I walk around most of the time with a blindfold to hide my totally white eyes that can't see anything. But reading a little further, doing some digging, I don't know if this works at all or not. So help me out here, if you could. I have a base dice-pool of 15 when fighting unarmed, 17 when I'm using Kenpo. So, blindfighting, I'm back to 15 for Kenpo. If I have Astral perception, I can make out the auras of different living being and with perception Hearing, I can hear where there are and should have good range. So, as long as I can hear a being that still has an Essence...do I still get the Fighting Blind penalty? Also, what other things do you think should be a problem? I mean, at the time, I thought that astral perception was seeing without seeing, but since the astral world is a place of emotion, I don't know how well this will translate to the real world when I need to punch dudes. |
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Apr 23 2012, 06:44 PM
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#2
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Runner Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 |
If you can find a way to become dual natured, you can lift the '-2 dice for astrally percieving' penalty. It has some downsides, but...
Honestly a ghoul adept fits the blind monk steriotype exactly. It even comes with some free enhanded hearing. I've considered doing something similiar with a samurai, and an ultrawideband radar, so that may be an option as well. |
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Apr 23 2012, 07:20 PM
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#3
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
Ghoul Adept would definitely be a good way to go for this. The attribute boosts of going Ghoul are darned useful, in and of themselves.
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Apr 23 2012, 07:55 PM
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#4
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Moving Target Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
I've already specced him as Human, unfortunately. I don't like ghouls much...
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Apr 23 2012, 09:42 PM
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#5
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
Well, most ghouls ARE human, but ... *shrug* preference noted. (IMG:style_emoticons/default/smile.gif)
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Apr 23 2012, 11:29 PM
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#6
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Runner Group: Members Posts: 2,654 Joined: 29-October 06 Member No.: 9,731 |
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Apr 24 2012, 11:39 AM
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#7
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Moving Target Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
Ummm...for cool effect?
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Apr 24 2012, 12:00 PM
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#8
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Why not skip astral perception and go with being a Changeling with Biosonar. You basically become daredevil.
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Apr 24 2012, 12:33 PM
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#9
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Moving Target Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 |
Oh, and if you want to do ranged combat, note that attacking with the blind fire penalty actually uses Intuition+Skill rather than Agility.
One other potentially usefull adept power is Heightened Concentration from Digital Grimoire. If your magic attribute is high enough you can ignore the whole blind fighting / blind fire penalty. -CJ |
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Apr 24 2012, 12:34 PM
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#10
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Shooting Target Group: Members Posts: 1,911 Joined: 26-February 02 From: near Stuttgart Member No.: 1,749 |
I also would skip astral perception. For a non-mage / mere adept it has more drawbacks than advantages. Sure you see astral beings and gain infos about magical items, aura etc, but you need 2 additional skills (astral perception and astral combat) and you are vulnerable to ranged attacks from the astral. I like Jopps idea, but i donīt know how it interferes with ranged combat. Is there a range limit for this ability?
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Apr 24 2012, 12:43 PM
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#11
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
I like Jopps idea, but i donīt know how it interferes with ranged combat. Is there a range limit for this ability? QUOTE Treat this quality as if the character had echolocation, vocal range enhancer, and hearing enhancement bioware implants (pp. 6364, p. 65 and p. 67, Augmentation). ( Which means it functions like Ultrasound "vision" enhancement in SR3 P324 I cannot find anything about being limited range but I guess it depends on the enviroment. A lot of loud noise might create similarities to vision penalties but with sound instead. Cant remember how fast sound travels but he might get a problem when something moves faster than sound (which is usually a few bullets...) |
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Apr 24 2012, 01:27 PM
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#12
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Moving Target Group: Members Posts: 770 Joined: 19-August 11 From: Middle-Eastern Europe Member No.: 36,268 |
Oh, and if you want to do ranged combat, note that attacking with the blind fire penalty actually uses Intuition+Skill rather than Agility. He'll have Intuition cranked really damn high to have that 10 Perception pool, so this might actually work. Not sure if using Astral Perception still counts as blind-fire, though. |
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Apr 24 2012, 02:48 PM
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#13
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Moving Target Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
@Machiavelli: I understand that I need assensing to do anything with Astral Perception, and I have that at around 12 right now as well. Makes it very easy to see things in the Astral even our mages can't pick out. Also, I was going to take Astral Combat, but I didn't think I needed to, since I'm not projecting. I am not trying to hit Astral beings in the first place. The Astral perception was more for the flavor and to explain why he can see and do things while completely blind. I understand that the Astral is no where near a perfect replica for seeing in the Material, but it gets me close enough, and understanding where someone's face and chest is, my hearing and awesome does the rest. (IMG:style_emoticons/default/biggrin.gif)
Plus, I didn't think you needed Astral Combat to attack Astral beings so long as you had a weapon focus. Maybe I'm wrong? :O I can always see if I can fit in Heightened Concentration rather then any of the other powers I have on now. Or is that a Metamagic? I've already initiated once to get Centering, and I only need one more initiate grade to completely cancel out the blind fighting penalties. |
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Apr 24 2012, 03:14 PM
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#14
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Shooting Target Group: Members Posts: 1,911 Joined: 26-February 02 From: near Stuttgart Member No.: 1,749 |
Astral combat is essential for astral perception. Switching the perception is a simple action and most astral beings are quicker than you are and mostly have more IPīs. So if you get attacked AFTER your last IP, you cannot simply "turn it off" and are a simple victim for a astral combat attack or a manabolt. And if you are really out of luck, he will act first in the next round and can attack once more and if you have to full dodge, you lose your chance to turn down astral perception again...and so it goes on, and on, and on....until you are dead. Not funny. Astral perception is dangerous.
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Apr 24 2012, 10:29 PM
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#15
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Target Group: Members Posts: 28 Joined: 3-July 10 Member No.: 18,790 |
I might have missed in this thread, but in Street Magic, p. 114, it indicates that Blind Magicians can astrally perceive without penalty.
"Other Senses It is important to remember that assensing is a psychic sense. Though it is often referred to and experienced in visual terms, it is not entirely the same as physical sight (which is why blind magicians and ghouls can assense without penalty)." Just throwing that out there since the -2 penalty was mentioned. Also, when Astrally Perceiving (not projecting) you can use your Physical Stats and Physical Combat abilities against an astral being if they are within melee range on the astral since you are dual natured when perceiving. Only Mana based spells can be cast at an Astral Being when perceiving, and are the the only possible ranged astral attack. You would use an unarmed attack if you didn't have a weapon focus. Astral Combat is used when you are astrally projecting. If you cannot Astrally Project, then Astral Combat is unnecessary. |
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Apr 24 2012, 10:59 PM
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#16
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
That -2 penalty mentioned is what a magician takes to actions in the physical world while using astral perception (note that this is not astral projection, something rather different). That part from Street Magic just means that regardless of any reduced senses astral perception works just fine.
Interesting concept, but depending on how the GM runs things (are there rampant spirits all over just waiting to manabolt a foolish magician?) that power point for Astral Perception might be better spent on Improved Senses (and obviously nothing vision based). |
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Apr 25 2012, 07:12 AM
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#17
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Shooting Target Group: Members Posts: 1,911 Joined: 26-February 02 From: near Stuttgart Member No.: 1,749 |
Also, when Astrally Perceiving (not projecting) you can use your Physical Stats and Physical Combat abilities against an astral being if they are within melee range on the astral since you are dual natured when perceiving. Only Mana based spells can be cast at an Astral Being when perceiving, and are the the only possible ranged astral attack. You would use an unarmed attack if you didn't have a weapon focus. Astral Combat is used when you are astrally projecting. If you cannot Astrally Project, then Astral Combat is unnecessary. I think you are wrong. Astral combat is needed to fight entities in astral space, because the very nature of this environment is so different that you cannot use your mundane skills. Astral beings are quicker and have free threedimensional movement possibilities, so astral combat is made to deal with this problem. It is not only for combat if both fighters are completely astral. And only if you have the power of "natural weapon" or you are a dual natured critter that lacks the astral combat skill, you are able to use your mundane stats instead. Becaue there is not astral equivalent of dodge, you could dodge the whole time, but if you full-dodge (which you would need to, because you usually (except you have the adept power etc.) donīt have armor etc.) you have the problems again i described above. |
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Apr 25 2012, 02:10 PM
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#18
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Moving Target Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
Ok...wait a second. I was never under the impression that Astral Perception made you vulnerable in the Astral. Time out for a second.
As I understand it, Astral Perception is just another form or Perception. You 'look' into the Astral and see what is there. I understood this as being a simple check and you didn't actually have to turn it on or off. Knowing this, Astral Projection seems very pointless all of a sudden. When playing a mage, if I can manipulate and interact with the Astral plane by simply perceiving it, I'll just do that instead of leaving my body and getting it jacked by someone or something. And if you're saying that I need to have Astral Combat to punch into the Astral, then I could do better with another weapon rather then a Weapon Focus. And, to top that off, I take a -2 when I'm Astrally Perceiving. I did not know this either. I was attributing the -2 in combat for when I'm fighting blind, since I have Blind Fighting to reduce that from -4 to -2. If that's another -2 on top of that, that cuts down on what I can do and makes me want to use Astral Perception even less. Somehow, this makes my monk ten times less cool and I now need to think of something else. |
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Apr 25 2012, 03:45 PM
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#19
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
Ok...wait a second. I was never under the impression that Astral Perception made you vulnerable in the Astral. Time out for a second. SR4A, p191; section "Astral Perception", last sentence of first paragraph: A character using astral perception is considered dual-natured, active on both the physical and astral planes simultaneously. Therein lays the vulnerability: Astral Combat could be used to attack you, whereas it's useless against Joe Mundane over there. QUOTE And, to top that off, I take a -2 when I'm Astrally Perceiving. I did not know this either. I was attributing the -2 in combat for when I'm fighting blind, since I have Blind Fighting to reduce that from -4 to -2. If that's another -2 on top of that, that cuts down on what I can do and makes me want to use Astral Perception even less. No, it's not cumulative. It replaces the usual penalty for fighting blind. Talk to your GM, having Blind Fighting and Astral Perception might be good for a -0 penalty. As for Astral Combat, it's only necessary for opponents who lack a physical body. Against a Manifested spirit, you would still use your normal, physical skills. However, with Astral Perception, and the Astral Combat skill? You could go after non-manifested spirits (and projecting Mages) ...! Such tests would use your [Willpower]+[Astral Combat], and yes, you get to add your Weapon Focus dice to that (you can even Specialise Astral Combat in "Weapon Focus"). Damage would be based on Charisma rather than Strength (using the usual code for your Weapon Focus, just replacing STR with CHA where appropriate). |
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Apr 25 2012, 06:35 PM
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#20
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Moving Target Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
Well...that's a bunch of crud. I'll look into my monk a bit more and see what I should do instead. I liked the idea of him being blind but always astrally percieving so as to be a kick-ass blind monk. I guess if I was dual-natured I wouldn't have to worry about turning it on or off. Sure, spirits can easily hit me in the astral, but I can hit them back. What sucks now, though, is that I have to divide my points between Physical and Astral combat to defend myself effectively. I'll have to look into this a bit more and see what I can do with the points left.
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Apr 25 2012, 07:14 PM
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#21
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
Well, let's see.
Go with Human, and Adept. Body 4, Agility 4, Reaction 3, Strength 3, Charisma 3, Logic 3, Willpower 4. Edge 3, Magic 5. Adept Powers (Unarmed Combat version): > Improved Reflexes 1; +1 Reaction, +1 IP. > Motion Sense; with a Perception+Magic test, reduce the penalties for Blind Fire by 2 dice - threshold is 3 for cat/dog/etc, 2 for dwarves of children, 1 for other metahumans, 0 for larger than metahuman. > Multi-Tasking; "Onserve in Detail" is a free action, and are functionally immune to most sources of distraction (loud nightclub, for example). > Critical Strike 4; +4DV for unarmed attacks ... yes, including against Spirits. > Penetrating Strike 2; AP -2 for unarmed strikes. > Nerve Strike; can apply damage from unarmed strikes to your choice of Agility or Reaction (half effect vs critters). With 245 points spent, the DV for unarmed strikes is 6S (AP -2), or 7P (AP-0) against spirits. You can Observe in Detail every single initiative pass, you will probably suffer zero penalties for fighting blind, and you can beat the crap out of anything this side of a Dragon. Spend points on Unarmed combat specialised in Martial Arts, one or two Martial Arts styles (I suggest Kung Fu, 10BP, with "+1 DV Unarmed" and "+1 melee dodge" for advantages, then "Watchful Guard", "Blind-fighting" of course, "Vicious Blow" instead of Killing Hands, and "Kick Attack"). Maybe add "Aptitude: Unarmed Combat" and jack that skill to 7. Agility 4, Unarmed 7+2 --> 13 dice to attack. Room for improvement yes, but stil quite good to be getting on with initially. ^_^ He's not going to be "an ancient Master", no. But he'll be well on the way towards that end, for certain! |
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Apr 26 2012, 05:49 AM
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#22
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
there is a long discussion on this forum about fighting blind and how to ignore the modifier. There are several adept powers, and MA helpin to that. most effective is obviously adept centering.
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Apr 26 2012, 08:50 AM
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#23
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Moving Target Group: Members Posts: 315 Joined: 6-August 06 Member No.: 9,032 |
What you want is not astral perception but this:
Blind Fighting Motion Sense Way of the +intuition power High intuition (9+) Good perception (Specialize in Hearing ofc) This gives you only -2 most of the time to your blind attacking test, and even that will be gone with adept centering in a short while. Also, now that all fighting skills use intuition for you, there's barely any reason to have an agility > 1 - basically the only one is infiltration. If you can handle being not so sneaky, skip on agi and save yourself some points. Makes even sense fluffwise, because you cannot see where you step and so will probably end up walking over those crisps someone left on the floor a lot of times. Then add whatever you need to shoot or punch to your liking. |
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Apr 26 2012, 02:52 PM
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#24
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Moving Target Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
What you want is not astral perception What I want is astral perception. The issue is that it causes too many problems to be fully effective. I can make the monk a few different ways and, as you guys have pointed out, it'll be a lot easier to make him with a few other powers then Killing Hands and Astral Perception. What I wanted was a guy that 'mystically' saw. That he overcame his physical blindness with the power of his mind and soul. That, to me, is the ability to understand the world around him in a different context. I just didn't know that I had to impose myself on that context to actually do anything. I'm going to take some of these suggestions, though, and see what I come up with. My idea was not to fully max something out. It was more to have the flavor of a pure martial artist. Thank you. |
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Apr 26 2012, 04:04 PM
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#25
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
Other than for fighting ... what do you ant the astral perception FOR?
Maybe we can find a way to cover those not-fighting uses with other things, so you get the same net effect, but without the vulnerability. |
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