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> "best" adept powers?, working on new character
GlassJaw
post Nov 1 2004, 02:44 AM
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QUOTE
I'd also listen to toturi's advice about shifting around your attritutes and skills a little. Honestly your skill in stealth is almost certainly going to be more important than your skill at negotiations; only rarely will you be able to negotiate better than a Johnson, who's usually highly specialized for just such a purpose, and Stealth'll actually keep you alive.


If we can get back on topic....

So how would you go about making an adept for a small (let's say 3 players) group? Would you just go for stealth or give him some secondary skills as well?
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Ol' Scratch
post Nov 1 2004, 03:06 AM
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Depends on what the rest of the party is capable of.

Personally, I don't like designing characters that way. Having weak spots in your group makes for a more fun experience in my opinion, though it could lead up to the standard question that gets ignored in Shadowrun; "why would a Johnson hire a team not suitable to the job?"
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Siege
post Nov 1 2004, 03:06 AM
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Definitely secondary skills - three people for a team is pretty light and the talent will be spread thin.

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Wounded Ronin
post Nov 1 2004, 03:12 AM
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QUOTE (Doctor Funkenstein)
Depends on what the rest of the party is capable of.

Personally, I don't like designing characters that way. Having weak spots in your group makes for a more fun experience in my opinion, though it could lead up to the standard question that gets ignored in Shadowrun; "why would a Johnson hire a team not suitable to the job?"

Marketing.


Think the advertisements from Ghostbusters.
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Shockwave_IIc
post Nov 1 2004, 10:56 PM
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Glad the Eye light debate is virtually over, thats some thing i do with so many of my characters wether it be Magic, Racial or Edge based.

QUOTE (Glassjaw)
So how would you go about making an adept for a small (let's say 3 players) group? Would you just go for stealth or give him some secondary skills as well?


Adept Power wise i'd go with fast and stealthy, a little cyber to help with the shootyness (1 Essence worth).
But i know you're not wanting cyber, which makes covering base's with only 3 people very difficult
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Ol' Scratch
post Nov 2 2004, 04:43 AM
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Eh, even without SOTA:2064, pulling off a warrior adept-face is pretty easy to do, and that covers three areas well enough.

Priorities: Attributes > Magic > Resources > Skills > Race.
Attributes: All of them are important, though Quickness and Charisma are the two I'd focus on.
Skills: Melee/Martial Art Skill, Firearm Skill, Etiquette, Negotiation.
Powers (Geased): Improved Ability: Melee Skill 4, Improved Ability: Firearm Skill 3, Improved Reflexes 2, Improved Senses 4, Quick Draw.
Edges: Ambidexterity 4, Friendly Face, Good Looking & Knows It, Good Reputation 2; Bad Karma, Dark Secret, Police Record (or any other flaws equally -13 points)
Resources: Twin firearms (at least one with a Laser Sight for when you need accuracy over lots of lead), twin melee weapons, Vashon Island Actioneer Line suit, form fitting body armor, pocket secretary, and a handful of diverse contacts.

...and bam, you have someone who's pretty gosh-darn effective across all three categories. You're throwing 10 (Specialization 7 + IA 3) dice up to four times a phase with a +0/+0 modifier on your firearms rolls, you have 16 dice available for all of your melee tests, and you're more than capable of dealing with established contacts or people you run into on the street as well as any dedicated mundane face can.

With SOTA:2064, you could even choose to go into munchkin territory as the face role if you like (Kinesics 3 alone is ungodly; -3 TN [-5 with Good Reputation 2, meaning -5 on all Availability checks amongst other things] *and* +3 dice on *all* social Charisma Tests... plus more; they need some real frelling playtesters), or you could focus on one of your other areas, too.
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