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> Your munch-fu is superior!, Good adept powers
Eyeless Blond
post Apr 28 2004, 09:32 PM
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I'm looking for a list of good adept powers, or of good ways to build an adept. What I'm looking for are archtypes for adepts: what are some broad categories for adept (eg. John Woo dual-gun adept, infiltration adept, melee adept, etc) and what powers should each focus on? Naturally this is an incredibly broad topic; there are so very many cool powerf for adepts that it really depends on what you want to do with one, but I'm sure there are some general things that most adepts of a particular flavor want to focus on, just as Sammies want to focus on SMGs and Assault Risle skills and Smartlinks and Wired Reflexes for cyberware.
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Kakkaraun
post Apr 28 2004, 09:39 PM
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I dunno. Troll with max strength, 6 unarmed combat, several levels of Increase Skill (Unarmed Combat), Killing Hands, Increase Reaction at some level? I'm no adept expert, so it's not all min-maxed or anything. But that would hurt, wouldn't it? You could call him...I dunno, Bubba.

Oh wait, that's reserved for Bubba the Love Troll ("When you get loved by Bubba, you STAY loved.")
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Lilt
post Apr 28 2004, 09:45 PM
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I'll go with Ambitwinkerous Melee adept. You take Edged Weapons 6, Improved Edged Weapons 6, Ambidexterity 6 (Or 8 if you're hardcore) then cackle as you roll 18 dice before combat pool. Other 3 power points are up to you. Some people may give-up a power point in exchange for Enhanced artwinkulation and Reflex-Recorder (Edged Weapons) so that they may roll 21 dice before combat pool.

This technique also works well with whips (morningstar with off-hand nunchuku or whip) due to the exceptional range they have.

[edit] Don't forget to buy enough resources to dikote your Katanas/Morningstar[/edit]

[edit 2] You may as well wield two firearms too. Your other power points would probably be well spent on vision mods. Natural thermo is sweet, especially combined with natural ultrasound vision meaning your vision penalties rarely ever go above +1, even then they're only at +2 in thermal smoke. [/edit]
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Backgammon
post Apr 28 2004, 09:46 PM
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QUOTE (Kakkaraun)
Oh wait, that's reserved for Bubba the Love Troll ("When you get loved by Bubba, you STAY loved.")

HAHAHAHAHAHA :rotfl:
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TinkerGnome
post Apr 28 2004, 09:46 PM
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Stealth Adept:
Improved Ability: Stealth, Trackless Walk

Gun Adept:
Improved Ability: gun of some sort

Melee Adept:
Improved Ability: some weapon, Improved physical attribute (str)

Mix and match. Improved reflexes helps all of the types listed above.

Personal preference is usually 3 points of reflexes, the stealth adept stuff, and the rest in vision/hearing mods.
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Lilt
post Apr 28 2004, 10:02 PM
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Centering adept:

Needs to be a Magician's way adept (from MitS) and needs to use the optional rule from the SRComp that allow you to spend starting spell points on initiation.

You take 8 points of magical ability (geased to 6 PPs) and initiate to as high a level as you can. Each time you take centering on different fields as a metamagical technique. You should be able to reach 4rd grade initiation if your GM allows you to take ordeals.

Then you take centering 6 with an appropriate linked skill of 6. Also buy and bond a centering focus if you have any spell points left.

What this character can do depends on what you took centering on. Centering for technical skills can technically even help you when decking or rigging if your linked skill is compatible. See P73/74, MitS for info on adept centering.
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Lilt
post Apr 28 2004, 10:10 PM
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Perception adept:

Attributes High Int and Quickness + Whatever
Skills: High Stealth for the alertness specialisation
Power Points: Enhanced Perception 6, A bucketload of Improved Senses (Select sound filter is great), Maybe some Improved Ability (Stealth)
Bioware: Cerebral Booster 2
Edges/Flaws: Bonus Attribute Point (Int), Exceptional Attribute (Int), Perceptive

You can roll up-to 16 dice with 12 complementary dice for perception tests (21 dice with 12 complementary if it's a listening perception test and you got the select sound filter). The last die depends on your GM's ruling on Exceptional atribute allowing a 7th point to be spent on an attribute or not.

This post has been edited by Lilt: Apr 28 2004, 10:32 PM
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Eyeless Blond
post Apr 28 2004, 10:20 PM
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QUOTE (Lilt)
You take 8 points of magical ability (geased to 6 PPs) and initiate to as high a level as you can. Each time you take centering on different fields as a metamagical technique. You should be able to reach 4rd grade initiation if your GM allows you to take ordeals.

Er, how do you pull this off? I didn't think you could use geasea to give you more than 6 PPs?
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Lilt
post Apr 28 2004, 10:26 PM
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QUOTE (Eyeless Blond)
QUOTE (Lilt @ Apr 28 2004, 05:02 PM)
You take 8 points of magical ability (geased to 6 PPs) and initiate to as high a level as you can. Each time you take centering on different fields as a metamagical technique. You should be able to reach 4rd grade initiation if your GM allows you to take ordeals.

Er, how do you pull this off? I didn't think you could use geasea to give you more than 6 PPs?

Not quite. You only have 6PPs. The stickler is the fact that you have more levels in the power than your magic rating would be as a starting character.

The best way to think about it is this: There was a time when your character had 3 power points, and he bought Magical Power 4 (geased to 3/4 cost) with those 3 points. Then he spent 22 of his 24 free spell points to initiate twice. By this point his magic rating is 8, then he learnt 3 his other power points on magical power, again geased.
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Rev
post Apr 28 2004, 10:27 PM
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You can geas a power to reduce its cost to 75% of normal, so in the end you can buy what would normally be 8 points of powers if you geas them all.

Because of the way physical magician adept initiation works with the errata you can then initiate twice gaining magic and metamagics, but no power points and then you will be able to use all 8 levels of the magical power power. If you don't initiate you can only use 6 levels of magical power because you only have 6 magic.
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Shockwave_IIc
post Apr 28 2004, 10:29 PM
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Perception, Infltration Adept

Int 6, Quickness 6

Imp Stealth 6
Enhanced Perception 6
Magic Sense (It's a Perception roll)
Empathic Sense (Again It's a Perception Roll)
Traceless Walk.

Add in Perceptive Edge
Cyberware: (Magic loss geas'd off)
Spatial Recongizer
Eye Lights




Additionals
Improves Sense *Anytype* Though HighFrequency hearing is a good one)
Improved Athletics
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gknoy
post Apr 28 2004, 10:56 PM
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QUOTE (Rev)
You can geas a power to reduce its cost to 75% of normal, so in the end you can buy what would normally be 8 points of powers if you geas them all.

Because of the way physical magician adept initiation works with the errata you can then initiate twice gaining magic and metamagics, but no power points and then you will be able to use all 8 levels of the magical power power. If you don't initiate you can only use 6 levels of magical power because you only have 6 magic.

Isn't there some clause such as "Can't be higher than your magic attribute", like withthe improved <whatever> powers? Geasa may let you reduce cost, but I don't think they'd let you avoid /that/ sort of thing.

And if there isn't ... shouldn't there be? ;)
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Lilt
post Apr 28 2004, 11:04 PM
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QUOTE (gknoy @ Apr 28 2004, 10:56 PM)
Isn't there some clause such as "Can't be higher than your magic attribute", like withthe improved <whatever> powers?  Geasa may let you reduce cost, but I don't think they'd let you avoid /that/ sort of thing.

And if there isn't ... shouldn't there be? ;)

Yes, there is. But power points work like a form of cash. You spend them on powers rather than simply having a number of power points worth of stuff. A starting adept has 6 power points. He could even start the game with no purchaced powers and 6 power points to spend. Thus it is possible to buy a few levels (IE: 4), initiate up a bit, then buy the other levels (to 8 ).
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Austere Emancipa...
post Apr 28 2004, 11:40 PM
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[Edit]/Me is st00pid.[/Edit]

This post has been edited by Austere Emancipator: Apr 28 2004, 11:51 PM
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TinkerGnome
post Apr 28 2004, 11:44 PM
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QUOTE (Austere Emancipator)
Maybe it's just my memory failing me, but I think I've seen it agreed upon once, a long time ago, that you don't get +50% for things that only add dice to your skill roll when dual wielding melee weapons.

It's in Cannon Companion, under the Ambidexterity edge :)
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Austere Emancipa...
post Apr 28 2004, 11:51 PM
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So I was, in fact, wrong, and you do get half of any bonus dice that apply to the skill used by the weapon in the off-hand.

Nevermind, then. Lilt was absolutely correct. My faulty memory is to blame.
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Eyeless Blond
post Apr 29 2004, 12:10 AM
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As a side-note, any particular reason why they made melee combat so expensive for starting characters? Even with a Str of 6 it costs 12 skill points for a rating 6 martial art now (6 for the actual skill, plus six for the three required maneuvers.) I guess I don't understand why it costs twice as many skill points for essentially the same proficiency at chargen.

Further, the same skills+maneuvers costs 36 Karma to buy *after* chargen, as opposed to 30 Karma to buy 6 ranks in any other Active Skill. This seems much more reasonable to me, even though martial arts still for some stupid reason cost more Karma than any other Active skill. Why did they decide to do this?
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Austere Emancipa...
post Apr 29 2004, 12:16 AM
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QUOTE (Eyeless Blond)
Why did they decide to do this?

I'd bet on brainfart.
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Herald of Verjig...
post Apr 29 2004, 12:31 AM
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"Brawling" is the old unarmed combat (with a few maneuvers). It does not mandate the maneuvers. That way, you can have an unarmed skill at normal cost, but can't claim that you are a ninja as a result of that. (I'm sure everyone has met someone who would would pay 2 skills worth of BP to be a ninja regardless of how useless of a skill it gives)
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Eyeless Blond
post Apr 29 2004, 12:35 AM
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Ah, but even that one you can't take with no maneuvers anymore. The odd thing is, if you convert an old character to the new system you get your maneuvers essentially for free, but not if you make a new character under the existing rules. I think I'm going with brainfart myself. :P

And also, you're not spending 2 BPs to call yourself a ninja; you're spending 6, which frankly I think is really stupid.
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Herald of Verjig...
post Apr 29 2004, 12:40 AM
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I meant spending 6 on the skill and 6 on the maneuvers, 2 full skills worth of BP for one skill.

Was that added in errata? CC page 88 states that the advantage to brawling is that you don't need to buy the maneuvers.

[edit]Nothing here about changing the brawling rules
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Austere Emancipa...
post Apr 29 2004, 12:42 AM
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No mention of that in the Official Errata.
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Talia Invierno
post Apr 29 2004, 12:46 AM
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Night one Magician's Way pistol adept (ungeased):

Improved [firearm of choice] 6
Sound filtre
Stealth 3
Magical power 1 (Improved Reflexes + Force 1 ally spirit to sustain)

Edges: Exceptional/bonus attribute QU
Flaws: (take your pick)
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A Clockwork Lime
post Apr 29 2004, 02:58 AM
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Why on Earth would you want to waste a real Magic point (and thus your Magical Power permanently since that's automatically the one you lose)) for a Force 1 Ally spirit just to sustain a spell that only costs 1 Karma and 15,000 nuyen?

Anyway, one of my favorite combos follows (assume they're all geased). It's designed for the Buddhist-style "only fight in defense" old man Kung Fu grandmaster types.

Blind Fighting (0.50)
Counterstrike 6 (3.00)
Improved Ability: Martial Art of Choice 6 (3.00)
Sixth Sense 6 (1.50)

Not the most efficient build (I prefer diversity over specialization with adepts, even though that's a "foolish" way to handle them), but the one time I played such a character he was pretty fun.
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Kakkaraun
post Apr 29 2004, 02:59 AM
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QUOTE (Backgammon)
QUOTE (Kakkaraun @ Apr 28 2004, 05:39 PM)
Oh wait, that's reserved for Bubba the Love Troll ("When you get loved by Bubba, you STAY loved.")

HAHAHAHAHAHA :rotfl:

You like? Here's another:

What's worse than being interrogated by a huge, gay troll with a bottle of Astroglide?

Being interrogated by a huge, gay troll WITHOUT a bottle of Astroglide!

Oh, and I looked it up, and I swore it was there, but it's not...there's no injunction against geasing to above 6 points of magical power...and frankly, that scares me. HOUSERULE TIME!
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