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> "best" adept powers?, working on new character
GlassJaw
post Oct 28 2004, 04:18 PM
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I've been working on an adept with NSRCG and was just wondering if I'm on the right track as far as selecting powers goes.

I usually start out with taking Improved Reflexes 2 (3 PP's). After that, I try to max out my physical abilities up to their racial modified limits. That way I can use more attribute points in Int and Will. This usually takes 1.5-2 PP's (3-4 points at 0.5 PP each).

That leaves around 1-1.5 PP's left, give or take. I was also thinking of being an archer so I took Quick Draw as well (0.5 PP).

Does this look ok? Are there other powers that I would be better to spend my points on? Bear in mind I don't have MItS yet but I hope to get it soon. Thanks!!
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Nikoli
post Oct 28 2004, 04:19 PM
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I'd wait for MitS and SOTA:'64 before that. Though SOTA:'64 isn't in NSRCG that I know of, though some are working on it.
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Stumps
post Oct 28 2004, 04:20 PM
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oh no....no no no....
let's see...um...underworld93.com might help you out
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GaiasWrath8
post Oct 28 2004, 04:23 PM
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What is does State of The art have more magic stuff?
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Ol' Scratch
post Oct 28 2004, 04:23 PM
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The thing is, not all adepts are the same. What's best for a melee-oriented adept isn't the best for a gunbunny-adept. What's best for an athletic adept isn't the best for a stealth adept. etc.
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Nikoli
post Oct 28 2004, 04:24 PM
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And on top of that, SOTA:'64 gives you The Artistic Adept and the Social Adept as well
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Eyeless Blond
post Oct 28 2004, 04:30 PM
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One thing I've seen though is that the attribute bonus powers are kind of a waste most of the time. Usually it's far better to get 'ware and geas it (or even *don't* geas it) for stat boosts, and spend your power points on more interesting powers.

One thing I find incredibly useful are Improved Sense powers. I usually spend at least 1 full point on senses; being natural they're always better than the sammie's, which is really cool.
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Nikoli
post Oct 28 2004, 04:37 PM
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And you take the grade you want, select sound filter power at lvl 1 is .25 same as level 5
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Everfast
post Oct 28 2004, 05:41 PM
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How would you describe the 'natural' functioning of a select sound filter? It would seem like it would require a great deal of concentration.
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mfb
post Oct 28 2004, 05:51 PM
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no more than the cyberware version does.
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Nikoli
post Oct 28 2004, 06:06 PM
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I didn't write the rules. Thinkof it this way, some folks can filter out the background noise in a bar when talking to someone, others can't. There's no real concentration involved, just a general knack for filtering out the stuff you don't need at the moment.
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Nath
post Oct 28 2004, 06:14 PM
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Actually, everybody is normally filtering sounds all the time. It's very uncomfortable for people with hearing loss, since that filtering capacity have been damaged, hearing aid restore a normal level for all sounds.
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GlassJaw
post Oct 28 2004, 06:15 PM
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So is the general consensus to get MItS? I plan to get it but is an adept grossly inferior if you just use SR3?

QUOTE
One thing I've seen though is that the attribute bonus powers are kind of a waste most of the time. Usually it's far better to get 'ware and geas it (or even *don't* geas it) for stat boosts, and spend your power points on more interesting powers


Could you maybe go into a bit more detail why? Attributes are the most expensive to increase so I figured boosting those would be the bet along with taking a few other powers. The senses are fairly cheap so I would just use karma on those. I've never played an adept so I don't know what is best in-play.

Here's the character I was working on:

Ork PhyAdept Archer/Face/Martial Artist
Sum to 10:
Ork - 1
Magic - 3
Attributes - 4
Skills - 2
Resources - 0 (I'm po')

B - 9 (4+3+2)
Q - 6 (5+1)
S - 8 (4+2+1)
C - 5 (6-1)
I - 4 (5-1)
W - 6 (6)

Athletics - 4
Stealth - 4
Unarmed Combat - 6
Projectile Weapons/Bows - 5/7
Etiquette - 5
Negotiation - 5
Interrogation/Verbal - 3/5

Imp Reflexes 2 (3 PP)
Quick Draw (0.5 PP)
Imp Pys Attr (Str) 2 (1 PP)
Imp Pys Attr (Qck) 1 (0.5 PP)
Imp Pys Attr (Bod) 2 (1 PP)
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Herald of Verjig...
post Oct 28 2004, 06:31 PM
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You can make capable adepts with just SR3, but MitS givel a nice list of options and apparently SOTA64 adds a lot of options as well. Saying that they are "better" is not really sensible, but they can better match the desired character idea when selecting from the complete list.
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Kanada Ten
post Oct 28 2004, 08:25 PM
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Drop the Improved Attributes like an infected hooker. Quickdraw goes really well with Missle Mastery allowing one to throw four ball-point bic pens in one pass (one in each hand) each with a starting damage level of Light. I also suggest Traceless Walk (.5 PP) and Improved Combat Skill (if you go for Missle Mastery put the dice to Throwing) along with Counter Strike (.25 PP per die) which is better than Mystic Armor or the like. Pain Resistance at 3 boxes really comes in handy.
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Siege
post Oct 28 2004, 10:13 PM
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Actually, "Quick Draw" might not be bad since he's aiming to be an archer.

I'll second the "Lose the improved attributes" comments - invest in some sense enhancements like Image Mag. Otherwise those range penalties will kill you, not them.

You might keep the Improved Strength, since you will be a combat spec.

Think about killing hands at L since you want to be a martial artist - it's too useful not to have if you plan to enter really close quarters.

Blindfire might not be a bad choice either, if you want to play up the Zen Archer angle - echolocation and high frequency hearing are your friends.

Books
MitS is nice, but not essential. Sota64 is nice, but not essential. Your adept isn't breaking new ground and isn't going to be exploring uncharted territories, so stick with the basics until or unless you feel like spending the cash.

-Siege
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JaronK
post Oct 28 2004, 11:26 PM
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There are no "best" powers generally, though some are very useful for specific characters. Quickdraw is very good for bow adepts. I made an orc bow adept. He had maxed out strength and quickness (as well as int for higher reaction), with bonus attribute point: strength and his adept powers were:

Quickdraw
Improved Sense: Directional Sense
Improved Sense: Vision Magnification 3
Improved Ability: Projectile Weapons 5
Improved Reflexes 1
Improved Sense: Improved Scent
Improved Sense: Sound Filter 5

I wanted to give him a tracker like feel, hence all the improved senses, and he had Projectile Weapons 5/Bows 7. He's strength 9, so with a Ranger X Bow he does 13M base damage, throwing 12 dice, with a Base TN of 4 at any range out to his maximum (which with his strength is REALLY long range) and he's hitting against impact armour. Woot.

JaronK
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GlassJaw
post Oct 29 2004, 12:58 AM
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QUOTE
I'll second the "Lose the improved attributes" comments


Ok, this seems to be a recurring theme but I'm not exactly sure why. I would figure getting your stats maxed out would be a priority, but then again, what do I know?

So what's the main reason? Is it because your stats are easier to improve or just not as important?

QUOTE
invest in some sense enhancements like Image Mag


Well what about just a scope on your bow?

QUOTE
Think about killing hands at L since you want to be a martial artist


How is that useful when it's lower than your normal unarmed damage (albeit Stun)?

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toturi
post Oct 29 2004, 01:09 AM
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QUOTE (GlassJaw)
Ok, this seems to be a recurring theme but I'm not exactly sure why. I would figure getting your stats maxed out would be a priority, but then again, what do I know?

So what's the main reason? Is it because your stats are easier to improve or just not as important?

Well what about just a scope on your bow?

How is that useful when it's lower than your normal unarmed damage (albeit Stun)?

I wouldn't advise losing the Improved Attributes for Strength or Quickness. But Body is iffy. Strength because you need it for your Damage. Quickness becuase you might want to Quickdraw and it requires a Quickness Test.

A scope on the bow is allowable by Canon, though I do not have you can see through it.

It is Physical Damage (and it takes down things previously Immuned).
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Kanada Ten
post Oct 29 2004, 01:13 AM
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QUOTE
So what's the main reason? Is it because your stats are easier to improve or just not as important?

The cost of attribute improvment by adept powers is not an efficent transfer compaired to the cost of Power Points verus raising the attributes naturally. You are better off using the chargen points more effectivly.

QUOTE
How is that useful when it's lower than your normal unarmed damage (albeit Stun)?

You bypass a spirit's immunity to normal wepaons power, but unless you're the only magic character (in which case I have millions of suggestions) it's not that great.
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toturi
post Oct 29 2004, 01:21 AM
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QUOTE (Kanada Ten)
QUOTE
So what's the main reason? Is it because your stats are easier to improve or just not as important?

The cost of attribute improvment by adept powers is not an efficent transfer compaired to the cost of Power Points verus raising the attributes naturally. You are better off using the chargen points more effectivly.

Adept - 25 BP

Adept - 6 PP

1PP = (about) 4BP

1 Att = 2BP

1PP = 2Att

1PP = 4 BP

I think it balances as long as you do not go over the RML.
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Kanada Ten
post Oct 29 2004, 01:27 AM
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That's exactly what I mean, your wasting adept power points when attribute points are more plentyfull (you can never get more than 6 PP to start).
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toturi
post Oct 29 2004, 01:31 AM
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Not if you maxed out your Quota of 30 Attribute point and your GM is being anal about the Attribute "cap".
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Bane
post Oct 29 2004, 01:32 AM
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QUOTE (toturi)
I wouldn't advise losing the Improved Attributes for Strength or Quickness. But Body is iffy. Strength because you need it for your Damage. Quickness becuase you might want to Quickdraw and it requires a Quickness Test.

Actually, Quick Drawing is a Reaction test. At least, it is without the adept power.

With it I'm fairly certain it remains based on Reaction, but I can't be certain since I don't have MitS.
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toturi
post Oct 29 2004, 01:42 AM
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Mea Culpa... Reaction test it is. But you do need that Quickness.
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