Inproved Aim Sense, Smartlinks for adepts? |
Inproved Aim Sense, Smartlinks for adepts? |
May 19 2004, 02:27 AM
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#1
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Target Group: Members Posts: 5 Joined: 30-December 02 Member No.: 3,803 |
A friend an I were discussing Physical Adepts and their powers the other day and we came up with a question.
Could an Adept use the Improved Sense ability to simulate the Smartlink's -2 TN modifier, a kind of Improved Aim Sense? He would not get any of the other benefits of a smartlink of course (the quick clip eject, etc..) just the TN modifier. So, would this be a valid use or would we have to create a who new, non-canon power to simulate it? |
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May 19 2004, 02:37 AM
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#2
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Runner Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 |
Absolutely not. Smartlink is far more than just improving your vision. And, uh, creating a new power is just crazy talk. Just take a look at everything the physical adept has access to that a wired sam does not. You'd just break the game more.
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May 19 2004, 02:41 AM
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#3
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Running Target Group: Members Posts: 1,102 Joined: 23-March 04 From: The Grizzly Grunion, in a VIP room. Member No.: 6,191 |
Just throw in a smartlink and geas the essence loss.
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May 19 2004, 02:56 AM
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#4
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Or just eat the point. You can still get Improved Reflexes (2) and Improved Skill: Pistols (4)
I don't trust geasa... :) |
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May 19 2004, 03:27 AM
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#5
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Moving Target Group: Members Posts: 223 Joined: 3-February 04 Member No.: 6,054 |
I agree, (note: I have nothing against gaesa) I made a stun weapon oriented adept orc with 1.00 of essence used with sl2, eye mods, stun hands, and improved relfexes adept power level 3 (cost 5 pts.) and just ate the loss of 1 pt.
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May 19 2004, 05:27 AM
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#6
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Moving Target Group: Members Posts: 407 Joined: 22-March 04 Member No.: 6,183 |
Smartlink power? Hell no. Adepts have plenty of options as is. They don't need a power just because they don't want to spend .5 essence.
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May 19 2004, 06:33 AM
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#7
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Target Group: Members Posts: 5 Joined: 30-December 02 Member No.: 3,803 |
Those were pretty much my arguments against doing it and the GM agreed with me. Unfortunately the friend in question is the GM's boyfriend who we finally got to play, so we didn't want to completely alienate him to the game.
The GM and I finally got him to go with Steve Kenson's Knack ability with the Enhance Aim spell. It seemed to satisfy him and actually worked fairly well for what he wanted to do in the first place. Though it did take a bit more essence then he originally wanted to spend. |
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May 19 2004, 06:44 AM
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#8
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Shooting Target Group: Members Posts: 1,616 Joined: 15-March 04 Member No.: 6,158 |
:eek: Using Knack, he'd basically have to take it at Force 8 and hope those 8 dice all come up as successes in order for him to gain the same net benefit of a smartlink. Force 6 if he took Focused Concentration, or Force 4 if he bought a sustaining focus for it.
But if it worked for him, groovy. |
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May 19 2004, 08:41 AM
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#9
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Moving Target Group: Members Posts: 498 Joined: 31-May 02 From: All the way in the Back to the Left. Member No.: 2,800 |
Only if the Adept is also forced to get Uranium depleted bone lacing.
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May 19 2004, 08:41 AM
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#10
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
It can be done. We use it at 1 point per -1 TN and a maximum at lvl 2. Each power must be coded to a specific skill so no smartlink to ALL guns, only Enhanced Aim: Pistols and Enhanced Rifles for example. If you have 2 skills maxed it will cost you 4PP so it WILL eat your points.
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May 19 2004, 09:07 AM
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#11
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Shooting Target Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 |
I had an all-combat game with this power. It was .75 per level, max 2, and provided its bonus to all ranged attacks. Reasonably badass.
Of course, you also had to save the monk village from Han the evil warlord and choose this as the one power off the list that they teach you as payment. |
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May 19 2004, 12:00 PM
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#12
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Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
side note: When adepts lose magic, it is the GM's call whether they get a geas and what it is, not the player's choice as it is for full magicians and other aspected magicians. For some reason I have yet to understand. Perhaps because the physical adept's magic is more innate and less deliberate? I don't know.
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May 19 2004, 07:19 PM
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#13
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Moving Target Group: Members Posts: 476 Joined: 30-December 03 From: Fresno, CFS: taking out one durned furriner at a time. Member No.: 5,940 |
Geasa work inheirantly different for the two Moon-Hawk, personally I wouldn't care, but I can see how some GMs would want to control it for an adept.
The Adept's other abilities aren't affected in the least by a geasa on a different power point, thus they can go on using the non-geasa'ed powers normally. The mage on the other hand, the loss of that one point means that all of their force 6 spells are now physical drain. Then there's the slight problem that Mages are required to take different geasa, yet Adepts can apply the same geasa to a different power point. As long as the Adept fufills that one geasa, they become badasses; whereas mages slowly become caricatures from the built up geasa. The other side of the coin is that Mages don't necessarily need a high magic, after about 8 the chances of learning any spells at a force that would utilize the higher magic rating are just astronomically bad; whereas the Adept will always look to get more power points. |
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May 20 2004, 05:18 AM
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#14
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Moving Target Group: Members Posts: 203 Joined: 3-April 03 Member No.: 4,370 |
yeah i doubt i'll ever learn a spell above force 6 and i use those extra magic points for something far more useful... getting badass cyber and bioware, nothing like platelet factories, trauma dampeners, mnemonic enhancers, and cerebral boosters to give your power a kick
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