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> Adepts - what are they good for?, Huh! Say it again!
GlassJaw
post Feb 27 2005, 04:16 AM
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After getting an edu-ma-cation in the ways of the B&E character, I realized I need some guidance in the ways of the adept. I was quickly made aware that the adept isn't the best for a B&E character. I was also intrigued by these comments:

QUOTE
I'm not sure you really can. With Awakened there seem to be a "pick two" problem: you can be competent in two areas, or suck in three.


QUOTE
with an adept, you just don't have enough build point to go around to make it work well - and you lose out on some really useful stuff by not having cyberware.


So, without posting actual builds (but go for it if you want to), what are some character generation guidelines for creating an adept? What archetypes are they better suited for? What can and can't they do effectively?
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toturi
post Feb 27 2005, 04:26 AM
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With SOTA 2064? They can do almost everything except perhaps rigging and the Matrix. Maybe even those.

The thing is that you need to pick one or 2 fields to be good in.
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Fester
post Feb 27 2005, 04:36 AM
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Adepts typically start out less powerful, but have virtually unlimited potential.
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JaronK
post Feb 27 2005, 04:42 AM
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Adepts are going to be generally more specialized than cyber characters, being slightly better in their chosen area and worse in all others. They also advance better. So basically, pick an area (B&E in your case) and go with that.

And don't forget Microscopic Vision.

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Lindt
post Feb 27 2005, 05:39 AM
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Heh, the better question might be what CANT they do.
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Smiley
post Feb 27 2005, 05:44 AM
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As a die-hard PhysAd player (and being slightly inebriated), I feel it is my duty to say: If you can't make an amazing PhysAd character that can kick ass and take names in your chosen field, it's totally your fault and not the PhysAd. If I can make a physical adept that can beat some serious booty, so can you. It's just a matter of knowing the rules and taking advantage of them.
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Endgame50
post Feb 27 2005, 07:36 AM
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The necessity of specialization (not in skills, in purpose) for adepts comes in because while they do have unlimited potential, this advancement is fueled by karma--the same thing a street sam would use *only* to increase skills and attributes. The adept needs to pay attention to those aspects, *and* use karma to initiate so he can continue to accrue power points.

Street sams tend to be more versatile and slightly more powerful right out of the box, though no one can match an adept in his chosen field (Improved ability at high levels can be super nasty).
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Glyph
post Feb 27 2005, 07:59 AM
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One example of adept powers would be: Improved Stealth: 4, Improved Athletics: 4, Traceless Walk, Microscopic Vision, Hearing Amplification, Select Sound Filter, Sound Dampening, Emotion Sense, Enhanced Perception: 2, and Sixth Sense: 4. And there are plenty of other possible point allocations.

B&E is an area where adepts and sammies are both pretty good, and where each can do things that the other can't easily duplicate.
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mfb
post Feb 27 2005, 08:10 AM
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i think the best way to answer this is to post examples of well-built adepts. i'll start with Race, my near-Twisted adept and current favorite character to play. she's built with three things in mind: mobility, melee, and soaking damage. as others have pointed out, you can master two disciplines or do okay in three; with Race, i chose the second option.

Race
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Glyph
post Feb 27 2005, 08:37 AM
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Nice one!

Here's one I put together a while ago:

[ Spoiler ]
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Renfield
post Feb 27 2005, 01:04 PM
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The single-focus adept is perhaps the scariest of all.

Sniper - Improved ability + Improved Combat Pool with some back-up powers and a Decent Rifle = 1 shot 1 Kill.

Swordsman - Improved Ability + Improve Attribute (Phys) + Initative Boosting + Weapon Focus = Death on 2 Legs

For the Cheese-Mongers: Physical Mage

Magic 4 towards Phys Ad, 2 Towards Spell-Casting + Initiation Grades
Phys Ad - Improved Ability + Improved Attribute (Phys) + Wound Resistance + Improved Combat Pool
Mage - Metamagic: Quickening + Improved Initiative (3 = +3d6 for a total of 4d6), + Improved Reaction + Armor + Combat Sense

With decent success's on the Armor Spell the Character will stay alive for a very long time and decent success's on the Combat Sense Spell gives more CP dice.

Can be applied towards either Sniping OR Melee.
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mmu1
post Feb 27 2005, 03:01 PM
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I think adepts are great for physically sneaking into places - but having 12 dice in stealth in not nearly as important as also having the skills to a) Get into position for your runs effectively - sometimes no amount of Stealth will help you where a little negotiation, fast talk, or skill with a computer would and b) Being able to do something useful once you've snuck inside wherever...

My current B&E specialist of choice is a cybered one with an encephalon and high-end skillwires - he might not have any skills where he can roll twelve dice, but he's got around fifteen (not counting knowledge) at an effective level of 8. And he still routinely comes up against situations where he wishes he knew more.

Stealth, Athletics, Electronics and Electronics B/R and maybe one or two more related skills (which is usually all adepts end up being able to afford, once combat is taken care of) just ain't enough. IMNSHO. ;)
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Large Mike
post Feb 27 2005, 03:10 PM
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As much as I hate to say it (as I hate to see the role taken away from mundane humans) I've got to mention that Adepts makes downright *frightening* Faces. They own the face arena.

In addition, they've been damn good gun-bunnies and damage dealers since day one.

As for rigging and decking, they can deck using 'trode rigs (or a datajack, if they're willing to short themselves a power point) using improved skill: computers like no mundane can, and can rig by *manually* driving with improved skill: vehicle of choice. They can simulate the improved initiative of a rigger with Improved Reflexes.

So far, drone rigging isn't really augmentable by adept powers (as far as I know), due mostly to the essense cost of a VCR, thank god.

I used to love adepts. Alot. Seriously. But they're starting to become problem children. The kind that call you at 3 AM to ask if you can bail them out of jail.
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Fortune
post Feb 27 2005, 03:48 PM
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QUOTE (Renfield)
... Improved Combat Pool ...

What the hell is Improved Combat Pool? Can you give me a quote or page number for this Power?
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Smiley
post Feb 27 2005, 03:51 PM
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QUOTE (Large Mike)
I used to love adepts. Alot. Seriously. But they're starting to become problem children. The kind that call you at 3 AM to ask if you can bail them out of jail.

How so?
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Fortune
post Feb 27 2005, 03:52 PM
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QUOTE (Large Mike @ Feb 28 2005, 02:10 AM)
... improved skill: computers ...

There is no canon Improved Ability: Computers, or indeed any Technical skill.
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GlassJaw
post Feb 27 2005, 04:09 PM
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QUOTE
What the hell is Improved Combat Pool? Can you give me a quote or page number for this Power?


Yeah, me too. I was also wondering where the Lockpicking skill was.

Great stuff guys!
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jklst14
post Feb 27 2005, 04:23 PM
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Lockpicking is in SOTA 2063 I believe.
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Eyeless Blond
post Feb 27 2005, 04:33 PM
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QUOTE (Large Mike @ Feb 27 2005, 10:10 AM)
As for rigging and decking, they can deck using 'trode rigs (or a datajack, if they're willing to short themselves a power point) using improved skill: computers like no mundane can, and can rig by *manually* driving with improved skill: vehicle of choice.  They can simulate the improved initiative of a rigger with Improved Reflexes.

They could, except that the moment you touch a steering wheel you "magically" lose all non-VCR Reaction and Initiative boosts, as per canon. Also, Improved Ability: Vehicle is not anywhere near as good as a VCR: TN mods trump extra dice for one, and the Improved Ability has to be taken per vehicle type, where the VCR instantly makes all vehicles available.

(Edit): Oh, and the Improved COmbat Pool I think is referring to Combat Sense, which gives you more COmbat Pool as well as letting you use some of it on Surprise Tests.
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toturi
post Feb 27 2005, 04:30 PM
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Matrix Adept: I can see the portents... The omens are clear now... The decker has only a Novatech Hyperdeck 6... The ICE that will give trouble is a Tarpit...

Vehicle Adept: Improved Ability: Sailboat - Rig this! (unfortunately between SR3 and Rigger 3, there are no canon sailboats :D I am hereby lobbying that the writers include sailboats into Rigger 3!)
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Critias
post Feb 27 2005, 04:42 PM
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QUOTE (Fortune)
QUOTE (Renfield @ Feb 28 2005, 12:04 AM)
... Improved Combat Pool ...

What the hell is Improved Combat Pool? Can you give me a quote or page number for this Power?

He might've been thinking of Combat Sense (from the SR3 main book), or perhaps thinking about Sidestep (iirc?) from the Sota:'64. Those two are the only ways I know of (besides attribute boosts) for an Adept power to grant Combat Pool enhancements.
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Fortune
post Feb 27 2005, 04:53 PM
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Combat Sense is a maybe. Side Step wouldn't help in at least one of the situations Renfield listed (attacking with rifles), so it wouldn't be that one.
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torzzzzz
post Feb 27 2005, 05:06 PM
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:P

Sick of em and there smart arse moves! think they are the best thing since sliced bread!

I'm better honest gov!

tehehe

torz
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Large Mike
post Feb 27 2005, 05:10 PM
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Oh, hey, you're right! No technical skills! That just made my day a little happier.
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Renfield
post Feb 27 2005, 06:37 PM
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Yes Sorry, was thinking of Combat Sense, at work so No Book to refer to...8P
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