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> "best" adept powers?, working on new character
Kanada Ten
post Oct 29 2004, 02:07 AM
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With a Willpower 6 and a Charisma 5, I think the character has points to spare.

What is this guy, a Face? If so, then you should change pretty much everything. Enhanced Perception, Iron Will, Spell Shroud, and Empathic Sense with a possible Magic Sense (or Astral Perception if you're the only magic user).
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GlassJaw
post Oct 29 2004, 03:22 AM
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QUOTE
What is this guy, a Face?


Well it's a small group so I was thinking of an archer/unarmed fighter with some social/Cha skills. I'm just kind of experimenting right now too and trying to learn the adept powers. I don't really wany to deal with any astral stuff or have any cyber or bioware.

Couple of questions on NSRCG:

1. Where is the Spatial Recognizer? NSRCG says it's on pg. 299 of SR3.
2. Why are Vision Mag and Sound Filter listed at their max values? Where is it ruled that you get them at max for the same PP cost?
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Kanada Ten
post Oct 29 2004, 03:29 AM
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QUOTE
Official FAQ

If an adept with the Improved Sense power chooses a sense that normally has levels (select sound filter, vision magnification), do they have to spend .25 power points per level?

No. The adept simply pays .25 power points and receives the sense at the highest level (select sound filter 5, vision magnification 3).
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Herald of Verjig...
post Oct 29 2004, 03:32 AM
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The Spatial Recognizer seems to be a typo. M&M page 18.
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Ol' Scratch
post Oct 29 2004, 03:34 AM
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Unfortunately, some sensory implants don't have a maximum level. Olfactory Boosters, for instance. 0.25 Build Points gives you Olfactory Boosters (Rating Infinity), mean you effectively always win your Perception Tests for scent- and taste-based Perception Tests regardless of how ridiculous the TN is, and you have an infinite number of successes. No rolling required.

What I house rule is that the solo level of any sensory power (or other similar phenomenon now or in the future) is limited by your Magic Rating. So if you have Magic 4, even Select Sound Filter is limited to rating 4.
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DrJest
post Oct 29 2004, 05:05 AM
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QUOTE
What I house rule is that the solo level of any sensory power (or other similar phenomenon now or in the future) is limited by your Magic Rating. So if you have Magic 4, even Select Sound Filter is limited to rating 4.


I like that... use the Magic Rating as the effective rating of your "ware"... think I'll adopt that one.
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Kanada Ten
post Oct 29 2004, 05:13 AM
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It pretty much matches the canon rule that Adept Power ratings cannot exceed Magic Rating (SR3 under CharGen, IIRC).
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Ol' Scratch
post Oct 29 2004, 05:39 AM
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But Improved Sense itself doesn't have a rating. :) It's a minor house rule to clarify the potential problem, not a brilliant and innovating new addition to the game.
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Kanada Ten
post Oct 29 2004, 05:40 AM
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And [a house rule] that I totally agree with and think matches how canon deals with adept powers.
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Eyeless Blond
post Oct 29 2004, 07:44 AM
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So now everyone's happy. :)

As for the main reason not to up your Attributes, especially this early in the game: it's boring! :P Really, there are so many neat powers available out there that it's a shame to "waste" your points on something you can get bioware for. Instead pick up Natural thermovision, maybe Killing Hands, any of the insanely neat other powers that are unique to adepts. Upping your Bod and the like is cool, but there's just so many more interesting things out there, especially in MitS and SotA 2064 that by the time you get around to them it *will* be cheaper to just use Karma to up them rather than Initiating for 1-2 points of Bod. :P
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Shockwave_IIc
post Oct 29 2004, 10:16 AM
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QUOTE (Doctor Funkenstein)
Unfortunately, some sensory implants don't have a maximum level.  Olfactory Boosters, for instance.  0.25 Build Points gives you Olfactory Boosters (Rating Infinity),

I thought Olfactory Boosters were limited to rating 6?

QUOTE
What I house rule is that the solo level of any sensory power (or other similar phenomenon now or in the future) is limited by your Magic Rating.  So if you have Magic 4, even Select Sound Filter is limited to rating 4.

Good call on this. Fit's right in with the way the rules work.
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Nikoli
post Oct 29 2004, 12:19 PM
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I agree.

let's see if starting at Bod 3 raising it to 5 (1 power point normally)
Through Karma:
3 to 4: 4 Karma
4 to 5: 5 Karma
Total: 9 Karma

Initiation, Alone, no Ordeals:
0 to 1: 18 Karma (nets 1 power POint)

Puchase Power Point:
20 Karma

If you're below the normal racial limit (not the post char-gen limit)
it's cheaper to raise in game through karma

Bod 6 to 8:
Karma:
6 to 7:21 Karma
7 to 8: 24 Karma
Total: 45 Karma

Initiation, as above:
18 Karma for 1 power point

Power Point:
20 Karma

There fore, if youre starting with a normal metahuman stat, it's cheaper to just pay it up in karma, however the price goes much higher when your start into the upper part.

I realise this is old hat, but sometimes you gotta look at the numbers.
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GlassJaw
post Oct 29 2004, 12:27 PM
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QUOTE
Through Karma:
3 to 4: 4 Karma
4 to 5: 5 Karma
Total: 9 Karma


Doesn't it cost double for raising attributes up to the RML and them triple up to the Max (SR3 pg. 244-245)?

So wouldn't this be:
3 to 4: 8 Karma
4 to 5: 10 Karma
Total: 18 Karma

I figured I would boost my stats at character creation because it's very expensive to raise attributes later.

Also, what's the difference between purchasing a Power Point for 20 Karma (as in SR3) or going through the Initiate process (from MItS)?

Can you purchase a power that has a lesser cost for less karma? For example, if you want a power with a cost of 0.5, can you spend 10 karma for it or does it have to be in multiples of 20?
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Shockwave_IIc
post Oct 29 2004, 12:33 PM
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One just gives you 1 more power point of powers (but doesn't allow you to more active) the other gives you a Magic point as well (which allows you to have more active) Though as long as your magic stays around the 6+ mark then this is effect is close to negilable
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Crusher Bob
post Oct 29 2004, 01:47 PM
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Imho, the best adept power are the ones that are unduplicatable by anything else:

Improved skills, quick draw, quick strike

The next tier are the adept power that are more useful that their duplications:

Imrpoved Senses, traceless walk, magic/emotion sense, blind fighting

Notice that the top tier cyber ware (smartlink, datajack, etc tend to be picked up by most everyone, not just the borgs).
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GlassJaw
post Oct 30 2004, 12:46 AM
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How's this:

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

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

Imp Reflexes 2 (3.00)
Quick Draw (0.5)
Traceless Walk (0.5)
Imp Scent (0.25)
Vison Mag 3 (0.25)
Sound Filter 5 (0.25)
Thermo Vision (0.25)
Proj Weapons/Bows 2 (1.0)
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toturi
post Oct 30 2004, 12:55 AM
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A minor min max nitpick.

Drop one point from Cha and drop one point from Negotiation. Put those 3 BPs in Athletics and Stealth. Personally, I'm not fond of using Improve Ability in anything other than Stealth and Athletics. So I'd put that 1 PP in either Stealth or Athletics, but that is up to you. If you wanted a Face, then perhaps you might be better served by some of the powers from SOTA 2064 instead.
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Crusher Bob
post Oct 30 2004, 01:54 AM
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You'll probably want to change out thermo for flare compensation, as natural low light is better that or equal to natural thermo in almost all circumstances. But flare comp will get rid of modifiers for glare, flash bang grenades, etc.
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Cynic project
post Oct 30 2004, 08:53 PM
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Sams have the power to get all the vission,and sound powers for like 1 esance. They may not be as good, but they are cheeper in terms of resources that matter. As any good street sam has more money than adepts have magic points... I really would say giving your Adept cyber eyes,ears, smart gun links,hand razors, data links, and other small cyberware gear is a good idea. You do not have to have them alll, but most adepts gain way more than they losse for having a point or even two worth of cyberware.
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Siege
post Oct 30 2004, 10:08 PM
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For that, it's a matter of opinion and what effect you're trying to achieve - smartlinks are unnecessary if you're not a dedicated gun bunny or don't plan on mixing it up in close quarters.

The cybereyes - eh. One of the major selling points of an adept is his ability to go unnoticed to anything short of an Awakened audience.

I have yet to make an adept and add cyberware at CG - but that's just me.

-Siege
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FlakJacket
post Oct 30 2004, 11:44 PM
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I doubt anyone is going to get all hot and bothered about some guy having cybereyes- and it's a lot harder to tell what if any extras they have in them compared to retinal mods. Maybe they had bad eyesight and decided to get them replaced? IIRC one of the books said that between that and bioware (and probably still laser treatment) glasses were pretty much non-existant.
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Herald of Verjig...
post Oct 31 2004, 12:09 AM
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If you're going for a half-point of cyber to round out your smartlink or .8 to fill in where the datajack left off, I'd suggest twinked cyberears. There is no extra set of modifiers for cybered hearing vs. adept power hearing.
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Ol' Scratch
post Oct 31 2004, 12:15 AM
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If I didn't care about the concept and was just min/maxing, I'd look to abilities that adept powers don't grant, but which would compliment those that do.

Eye-Light Systems combined with natural Low-Light Vision is fantastic, for instance. Coupled with natural Thermo and cybernetic Ultrasound Vision (to round out the cybereye's freebie and to keep Dumpshockers from whining), and the only visual penalty you'll have is +0 in most situations other than full darkness (+2) and against thermal smoke (+2) and glare (+1). All for 0.16 Essence and 0.5 Power Points.

EDIT: Actually, I don't even think Eye-Lights are necessary for that. But my point still stands. Compliment your abilities by taking advantage of both sides of the fence, don't just figure out which one is cheaper.
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GlassJaw
post Oct 31 2004, 12:25 AM
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Well for sake of argument, let's assume no cyberware for this character. I've never played an adept before and I want to keep it simple.
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Eyeless Blond
post Oct 31 2004, 12:49 AM
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Besides, when you replace your eyes you lose natural vision. This includes the racial low-light from orks, and can be interpreted as including the thermo from adept powers as well. I know *I'd* rule that way.
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