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> Ok, Stealth Adept - Need Some Help
Leviathan
post Feb 8 2005, 10:48 AM
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Ok, I'm trying to make an Adept that can sneak into places, kill quickly and silently if need be, and get back out with recon. Need a bit of help

So far I have:

Orc Adept

Stats:
(Including an Improved Quickness (3) and Improved Reflexes (1) )

Strength: 7
Quickness: 9
Body: 8
Charisma: 2
Intelligence: 5
Willpower: 6
Magic: 6
Essence: 6
Reaction: 7 (9)
Initiative: 1 (2)

Skills:

Althetics - 6
Security Devices (Detection Measures) - 4 (6)
Security Systems - 5
Edged Weapons - 6
Pistols - 6
English - 4
Japanese - 2
Corporate Security - 5
Corporate Procedures - 5
Leadership Tactics - 5
Stealth (Sneaking) - 5 (7)
Lock Picking - 6

(I still have 4 points left to spend, and both the pistols and edged weapons will be turned into Specialities)

Adept Powers:

Motion Sense
Improved Physical Attribute (Quickness) - 3
Killing Hands (Medium)
Traceless Walk
Improved Sense - Thermo Vision
Improved Sense - Enhanced Hearing
Improved Reflexes (1)

Any thoughts or ideas? Really need equipment ideas too, thermal dampening armour/clothing will be one...
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Grinder
post Feb 8 2005, 11:32 AM
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Maybe spend the four remaining skill points on some heavy ranged weapon like assault rifles. For the rare occassions when the shit really hits you and there's no longer a need to remain silent.
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Crusher Bob
post Feb 8 2005, 11:58 AM
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I'm not sure which skills are active and which are knowledge. The cannon skills for breaking and entering are:

Electronics (Security Systems or Maglocks)
Electronics B/R
and rarely
Lockpicking (much better to get a device for this one, as it's cheap)

Killing hands with no unarmed skill?

Also, the cost on your adepts powers looks off

KH (S) 2
IR 1 2
TW .5
2 imp senses .5
Motion Sense .5
already comes out to 5.5 points...

Personally I'd go for:

Improved senses:
Flare Comp, Microscopic vision, enhanced hearing, spatial recognizer, select sound filter, hearing damper
Motion Sense
Traceless Walk
Magic Sense
Imp stealth 4
Imp Reflexes 1

When trying to nreak-in sensing the guards before they sense you is quite important. The micro vision gives you a -2 TN when working on electronics...
Magic sense will give you a heads up about wards and detection spells (hopefully) before you blunder into them. Adding to stealth is also always good for getting around.

Spending 2 skill points for throwing weapons (grenades) 1/3 is usually a pretty good choice if you have points left over flash, smoke, etc grenades are easy to carry and work great for getting you out of trouble.

For gear:

The autopicks I mentioned above, electronics toolkit, maglock passkey, some 'scent killer', a variety of chemical distractants ('eau de dog in heat' works great on places that have guard dogs)...
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Leviathan
post Feb 8 2005, 12:09 PM
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Oops, typo, Killing Hands was actually M
Improved sense - Thermo is only .25

Oops on the killing hands with no unarmed, I'll get rid of the bladed weapons, really need to fix my skills then, and tweak my powers a bit
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Grinder
post Feb 8 2005, 12:16 PM
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QUOTE (Crusher Bob)

Electronics (Security Systems or Maglocks)
Electronics B/R

Or ask you GM is these two skills can be combined to one. It's a house rules my gaming groups use.

And saves worthy skill points ;)
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Ed Simons
post Feb 8 2005, 03:58 PM
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My group also combines the skills.

It just didn't make any sense that you needed one skill to get the maglock casing open and a second skill to tamper with the circuits.
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James McMurray
post Feb 8 2005, 04:12 PM
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I would ditch killing hands in favor of a bladed weapon or just knocking them out with unarmed and stabbing them afterward. I've just never found killing hands to be a big deal. That would also free up some points to use on improved stealth.
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Grinder
post Feb 8 2005, 09:05 PM
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U can use Killing Hands in combat vs. spirits iirc. Had been quite a while since i played my ki-ad the last time.
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Smiley
post Feb 8 2005, 09:11 PM
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We use Electronics B/R and further specialize in Security Systems. Might work for you.
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Grinder
post Feb 8 2005, 09:31 PM
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Yep, we do so too.
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James McMurray
post Feb 8 2005, 09:37 PM
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QUOTE (Grinder)
U can use Killing Hands in combat vs. spirits iirc. Had been quite a while since i played my ki-ad the last time.

Yes you can. Or you can have the team's bruiser and mage fight them. If your group frequently fights hordes of spirits or doesn't have a guy whose primary goal in life is to beat someone up, you should get Killing Hands L (or M if you really want it), otherwise I wouldn't worry about it, and instead pick it up if you need to when you first initiate or get 20 karma.
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Grinder
post Feb 8 2005, 10:30 PM
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L is usually ok, as you can raise the damage with net successes. And 0.5 aren't too much for it i think.
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