Dentris
Dec 1 2006, 11:38 PM
Recent magical theorists (both from different adept and mystical adept traditions) have discovered a new kind of focus: adept focus, also called infusion focus. These potent foci have the ability to improve an adept powers when bounded.
Each adept focus has a number of power points equal to his rating. These power points are already devoted to specific powers. For example, a rating 2 power focus have 2 powers points, which are already devoted to 2 levels of mystic armor and 1 level of Improved Reflexes. When the adept is bounding with the focus, he now has access to these powers as if it was his own. In addition, if he already had powers with level-dependent benefits, the levels of the focus are added to the powers already known by the adept. Only one focus may add it's rating to a single power, though. If the adept is bounded with 2 focus both granting him mystic armor levels, only the highest one applies.
A power focus costs Force times 35000 nuyens and has an availability of (Force times 8 ) R. Crafting such a focus requires the infusion metamagic.
To cost to bound with an adept focus is equal to force times 10 karma and only an Adept or a Mystic Adept may bound with an adept focus.
Comments?
Ancient History
Dec 1 2006, 11:52 PM
It's been done in the 3rd edition SOTA:64 sourcebook; except it was called an infusion focus and was slightly less powerful. There was also an 'adept focus' that was essentially a power focus for physads, but that's not really needed these days.
De Badd Ass
Dec 2 2006, 12:24 AM
QUOTE (Dentris) |
Comments? |
Does the bonder need to be an Adept, or can any awakened apply?
Dentris
Dec 2 2006, 12:32 AM
Adept or Mystic Adept only...Otherwise it's pretty broken IMO. I should edit the first post to reflect this.
doophie
Dec 2 2006, 05:53 AM
Do they always have the same powers?
Ophis
Dec 2 2006, 09:21 AM
Well from his write up each focus is built with a specific set of powers.
They seem cool to me, priced high but could give adepts that little edge to catch up with the sammies.
NightmareX
Dec 2 2006, 01:13 PM
QUOTE (Ophis) |
They seem cool to me, priced high but could give adepts that little edge to catch up with the sammies. |
They need a catch up edge? Don't think so, they're already uber enough.
Ophis
Dec 3 2006, 01:24 AM
Sorry I have yet to see an Adept who can compete with a Sammie at start up. Sure they win at ludicrous karma levels, but only them, sammies can just cover more bases.
Jaid
Dec 3 2006, 02:00 AM
QUOTE (Ophis @ Dec 2 2006, 08:24 PM) |
Sorry I have yet to see an Adept who can compete with a Sammie at start up. Sure they win at ludicrous karma levels, but only them, sammies can just cover more bases. |
well, in that case, there are 2 main possibilities.
1) your adept players aren't trying, or don't know what to do.
2) you are thinking in terms of versatility.
because quite frankly, there are few things that can beat an adept in their chosen specialty at chargen. it's just when they try to do everything that it hurts.
for example, let's take a fairly standard adept; the dual warhawk combat adept. we will now proceed to min/max him as ridiculously as we can, and see how a sammy you build compares in his specialty.
he's going to want ambidextrous as a quality, that's 5 BP. adept is 5. we also need either aptitude or exceptional agility (can't take both due to attribute limit) so we'll take exceptional agility 'cause it's gonna come in handy in a variety of areas. that leaves 5 BP for some other quality, if you so choose (not recommended). to counteract that, we'll take 35 BP in negative qualities. the specifics don't matter too much, but i would guess some level of addiction to a combat drug (probably moderate addiction), probably an allergy (common mild of course), and perhaps incompetent in a skill or two that we don't plan on using, or perhaps some hacker flaws instead. regardless, we are definitely maxing out flaws in our non-specialised areas.
next, we need a race. we'll go with elf ('cause we want crazy agility, of course). as far as attributes, we'll ditch strength (maybe go with 2), have a decent/good body (4), good will (4), good agility (7), and good reaction (5). int and log go to 2, cha stays at it's base of 3. that's a total of 190, by my count. (max agility is 8 now, remember?) so we're currently sitting on (190 + 30 + 30 - 25) 225 BP... not too bad yet. we'll take pistols (warhawks) at 6, and probably dodge (ranged) at 4 unless we want him to be good at the athletics skill group, in which case we'll probably pick up a little unarmed and use gymnastics to dodge. in any event, we only really strictly speaking need the pistols; that's 32 more points for pistols skill.
of course, i neglected to boost magic and edge, possibly. we'll want a magic of at least 3, so that's a minimum of 20 more points. probably an edge of 2 minimum as well, another 10 BP. that leaves us at 287 BP. now then, on to gear: depending on how we feel about it, we'll either use jazz/cram to get a second IP, or we'll spring for synaptic booster 1 or 2 (since this is a min/maxed combat monkey, we'll go for booster 2... drugs are much cheaper though). that's 32 BP for the booster, and another 10 to bring our magic at least to 4. we also want better agility, so we'll pick up muscle toner 2 and reaction enhancers 2, for another 6 BP. add another 10 for magic 5(3), and you've got 335 BP. going on to adept powers, we'll pick up improved pistols 3 and combat sense 3.
so then, let's take a look at our adept: he's throwing ( 7(9) agility + 6 skill + 3 improved pistols + 2 specialisation + 2 smartlink) 22 dice on the offense, and ( 5(9) reaction + combat sense 3) 12 dice assuming he isn't dodging at all on defense.
and he's got another 65 BP (probably about 5 tops for gear, maybe 5 for BP, leaves only 55 BP more for skills... and *that* is where the adept hurts).
[edit] and this is all in just the main book... i haven't touched street magic [/edit]
Ophis
Dec 3 2006, 10:32 AM
Yeah i admit my group and I go for versatility and sure an adept can beat a sammy at his specialty, but so what? Sure he out shoots anyone but a well built sammy can survive it and flatten him with autofire, and if he wants to use that dodge he has to blow his action so the sammy can just keep on shooting. A sammy built along simalr lines is two dice down shooting, probably has more edge and can have a fair amount of soak dice.
I will concede that in min/max specialising adepts win, but in most games I run which have relatively small groups you can't afford to be that specialised. I can almost match the adept you built with a sammy and still have stuff left over for other tricks, which in my mind means the sammy wins, certainly sammy is the choice for a gun bunny with my players so far.
Grinder
Dec 3 2006, 10:54 AM
Sammies are great at the start of a new game, but an adept outshines them in the long run - you can buy up Magic with no limits, whiles Essence is gone at one point or another.
Sammies tend to be more versatile, while most adepts are one-trick-ponies. Hell, adept is just the shorter word for it.
Jaid
Dec 3 2006, 04:49 PM
QUOTE (Ophis) |
Yeah i admit my group and I go for versatility and sure an adept can beat a sammy at his specialty, but so what? Sure he out shoots anyone but a well built sammy can survive it and flatten him with autofire, and if he wants to use that dodge he has to blow his action so the sammy can just keep on shooting. A sammy built along simalr lines is two dice down shooting, probably has more edge and can have a fair amount of soak dice.
I will concede that in min/max specialising adepts win, but in most games I run which have relatively small groups you can't afford to be that specialised. I can almost match the adept you built with a sammy and still have stuff left over for other tricks, which in my mind means the sammy wins, certainly sammy is the choice for a gun bunny with my players so far. |
actually, his 12 dice defense is without using dodge actions.
and given he also has 3 extra dice on his "who goes first" roll, iirc, he's fairly likely to go before your sammy... which means he's got a pretty decent chance of shooting your sammy right in the face (for money) twice before the sammy gets a chance to shoot back
if mr. adept is smart, he's using warhawks loaded with ex-ex, which means he's dishing out 8P damage per hit (and your armor is lowered by either 3 or 4 points, can't remember), plus his net hits (and i would be very surprised if there are not net hits).
it's kinda like the D&D high-level arena fights between casters. who wins the fight? whoever wins initiative.
besides, with agility 7(9), this adept is not exactly totally helpless in non-combat areas either. agility covers a lot of things, after all
so while mr. adept here won't be quite as good as the sammy (and neither of them will be quite as good as a more sane build) in other areas, he's not exactly terrible in many of those areas either.
Dentris
Dec 3 2006, 06:17 PM
I'm sorry to interrupt the age-long discussion about who between the adept and the sammy is better...but the topic of this thread is adept focus...
Ophis
Dec 3 2006, 06:29 PM
Combat sense is defence and surprise rolls. Enough arguing back to the regularly scheduled thread...
Personally I like the Adept focus idea, the cost is high, which is good but iot would allow a starting adept the ability to have a few more tricks, and is a cool basis for more mundane usable magic items (if they ever happen). I don't see much more to say about them they seem reletively balanced (based on your opinion of adepts), the costs seem to even out their must have status.
fool
Dec 3 2006, 08:19 PM
I like keeping the availabilty, karma cost and yen cost high; but I might be tempted to lower the availability to forcex6 so that a starting character could have one or more at rating 2.
Ophis
Dec 3 2006, 09:19 PM
Yeah, that would seem reasonable, the availability hadn't registered for some reason .
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