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D-Franco83
Basically I have my adept character and I have about a point extra to spend:

I spent the following points on:
Improved Reflexes 1
Killing Hands
Mystic Armor 3
Critical Strike 4

I was thinking either:

Elemental Strike
Sense Magic

I was basically wondering if I do just get one elemental strike on what element it should be. It was either that or I can just use the whole point on two different Elementals.

My adept is basically a close quarters specialist with some decent skill in pistols and stealth.

Any input is greatly appreciated.
Magus
Personally I have usually chosen this for my elemental attack:
QUOTE
SM p. 165 SideBar
Sound
Sound hits the target with a wave of unbelievably
loud noise and gut-churning vibrations.
Sound damage is treated as Stun damage.
Armor has no effect, but sound dampers
and spells like Silence and Hush add their rating/
hits to the defender’s dice pool (effectively
acting like sound armor). If the target suffers
more damage boxes than his Willpower, he
suffers the effects of nausea (p. 245, SR4) and
is deafened for 10 minutes.


Aaron
Combat Sense. You'll thank me for it.
Glyph
Personally, I would go with ugrading improved reflexes from 1 to 2. You get another point of reaction and another initiative pass. That's the most bang for your buck right there.
toturi
I'd second Glyph's recommendation for Imp Reflex to 2.
DigitEyez
QUOTE (D-Franco83)
My adept is basically a close quarters specialist with some decent skill in pistols and stealth.

Since he's a close quarters specialist I second two levels Combat Sense like Aaron suggested. You can really use +2 DP for defense against melee or ranged attacks and +2 to Reaction on surprise rolls.
FriendoftheDork
Several good tips here already. I think Reflexes 2 is the best you can get right now. Combat sense is very good indeed, but reflexes 2 gets you a whole nother initative pass which you could spend on full dodge anyway (getting more extra dice than the combat sense allows if you have high dodge skill).

I'd probably go for elemental strike afterwards, with Sonic or Electrical (the first kind sounds somewhat better).

In fact, you might want to drop a level of mystic armor to get one of these babes.
Thanee
QUOTE (Glyph @ Apr 12 2007, 07:11 AM)
Personally, I would go with ugrading improved reflexes from 1 to 2.  You get another point of reaction and another initiative pass.  That's the most bang for your buck right there.

Yep, that. You already paid one third of it with your first level (1.5 per level, rounded up wink.gif), time to pay up the rest for the second.

Bye
Thanee
fool
I'd go with elemental effect, electricity, and either a level of combat sense or some fluff stuff, improved senses (ultra sound, scent, stuf you can't get in tech form, or even if you can it stacks, and starts at the highest rating possible) or sustenance or some such stuff to give the adept a little style.
D-Franco83
thanks for the input, I do have more of an insight. I can see the point between something practical like Improved Reflexes 2 and the flair of a sound elemental attack as well as some improved sense or other abilities that provide flair.

The basics are that my character is a Troll Mixed Martial Artist/Former DocWagon HTR in Austin, Texas. So basically I wanted to go for a character that is a tank, a great melee character, but with some pistol skills and stealth. I didn't want to reduce my mystic armor or anything.

My thing is that when I finally made the character, the group realized no one really had any vehicles. So basically I'm thinking either I take the Improved Reflexes 2 and just learn some pilot skills as well as acquire myself a vehicle in game through pit fighting or something equally good.

However, the scent abilities are pretty neat and unique. It would definately give my character something different to bring to the table.

Thanks a bunch!
Kyoto Kid
QUOTE (D-Franco83)
However, the scent abilities are pretty neat and unique. It would definately give my character something different to bring to the table.

...a good way to have a chance at detecting invisible characters.
Serial_Peacemaker
Personally I like assensing. Its a pretty good general purpose power, and can well and truly screw opponents that rely on magical stealth measures. Plus even in the pitch dark you can sometimes use it to see, and navigate.
Wasabi
Imp Reflexes 2 is worlds better than Imp Reflexes 1
Combat Sense sounds boring but really IS 'all that and a bag of chips.'
Astral Perception is the easiest way to see people and allows you to attack astral creatures that have not manifested.

Oh and a relationship of numbers... if you can halve impact armor with elemental strike you could circumvent on average maybe 3-4 points of armor. Thats 1 to 1.333 hits circumvented. Critical strike adds damage automatically so each level of critical strike on average defeats 3 points of armor. If you'll have a magic of 5 or 6 get Critical Strike at 5 or 6 before you get Elemental Strike.
Eleazar
I would go for the increased reflexes 2 as well. Having another complex action is valuable. If nothing else you can use it for a full defense. I personally would drop Mystic Armor. 1.5 just for 3 dice on a resistance test. Combat Sense is so much more worth it.
Wasabi
QUOTE (Eleazar)
I would go for the increased reflexes 2 as well. Having another complex action is valuable. If nothing else you can use it for a full defense. I personally would drop Mystic Armor. 1.5 just for 3 dice on a resistance test. Combat Sense is so much more worth it.

Reaction keeps you from ever bing hit. In addition to reducing damage equally as well as armor point for point it can prevent you from ever being hit on the first place. This makes it REALLY good.

Mystic armor is better than reaction only versus area of effect attacks and if you are facing an opponent that will always hit with a lot of hits. If their damage doesnt exceed the total armor it converts Phys damage to Stun.

All in all Reaction is king and along with it Combat Sense.
Kyoto Kid
...stun still gives you negative modifiers. The whole idea is to take as little damage as possible. The other nice point about Mystic Armour it still gives you a little something extra when you have to go to that tres chic location.
TheOOB
QUOTE (Wasabi)
Oh and a relationship of numbers... if you can halve impact armor with elemental strike you could circumvent on average maybe 3-4 points of armor. Thats 1 to 1.333 hits circumvented. Critical strike adds damage automatically so each level of critical strike on average defeats 3 points of armor. If you'll have a magic of 5 or 6 get Critical Strike at 5 or 6 before you get Elemental Strike.

Yes, but critical strike doesn't add a secondary effect. The chance to outright knock an enemy out in one hit(electricity), set an enemy on fire(fire), or something like that with your unarmed strike is too good to pass up.

However, I'd have to say get the next level of improved reflexes. Initiative passes are the absolute most valuable resources in combat, and, barring suprise, the person with more init passes usually has the advantage in battle. Whats better, doign a few extra damage every attack, or getting an extra attack? Usually getting the extra attack.

Plus it improves your reaction (better defense), and makes the full defense option a better choice (even better defense).
Demerzel
Also elemental strike when activated surrounds your hands with the appropriate effect. Imagine the intimidation factor stepping up in a tense situation and igniting your fists into balls of fire...

Edit: Not to mention lighting your cigarettes.
Big D
IP wins. Every time (well, up to +2IP). Combat Sense beats armor in almost all cases.

Elemental effects *really* need some more fleshing out, but against anything squishy, sonic looks dang nice. Does it actually ignore hardened armor completely? That would make you an even better spiritkiller.
Kyoto Kid
QUOTE (TheOOB)
Yes, but critical strike doesn't add a secondary effect. The chance to outright knock an enemy out in one hit(electricity), set an enemy on fire(fire), or something like that with your unarmed strike is too good to pass up.

...I don't know, Hannah with her 8DV (base) punch is fairly capable of sending someone "to the canvas", permenantly, and has done so on several occasions now. Turned the last guy she hit into the proverbial Pez Dispenser with one punch, except no candy came out.
D-Franco83
QUOTE (Big D)
IP wins. Every time (well, up to +2IP). Combat Sense beats armor in almost all cases.

Elemental effects *really* need some more fleshing out, but against anything squishy, sonic looks dang nice. Does it actually ignore hardened armor completely? That would make you an even better spiritkiller.

I can also see the point about the combat sense.

My only problem now is which elemental strike to use. I like the Sonic, but I also like the other elementals (eletricity, cold, fire, acid, etc.) becuase I could also use it as intimidation factor, but I was thinking about using it for other creative ways.


How would you guys use the Sonic Elemental strike or any other besides hitting someone and the secondary effects?
Jaid
QUOTE (D-Franco83)
QUOTE (Big D @ Apr 12 2007, 06:11 PM)
IP wins.  Every time (well, up to +2IP).  Combat Sense beats armor in almost all cases.

Elemental effects *really* need some more fleshing out, but against anything squishy, sonic looks dang nice.  Does it actually ignore hardened armor completely?  That would make you an even better spiritkiller.

I can also see the point about the combat sense.

My only problem now is which elemental strike to use. I like the Sonic, but I also like the other elementals (eletricity, cold, fire, acid, etc.) becuase I could also use it as intimidation factor, but I was thinking about using it for other creative ways.


How would you guys use the Sonic Elemental strike or any other besides hitting someone and the secondary effects?

easy destruction of objects. you could seriously do some unpleasant things to doors, walls, floors, ceilings, etc with your fists if they ignored armor.
Demerzel
QUOTE (Jaid)
easy destruction of objects. you could seriously do some unpleasant things to doors, walls, floors, ceilings, etc with your fists if they ignored armor.

Sonic = Stun, stun never affects objects...
Jaid
hmmm... well then, in that case, pretty much just punching people in the face is all sonic is good for.
Denicalis
I've yet to find a problem in real life that a good punch in the face can't solve.
D-Franco83
QUOTE (Demerzel)
QUOTE (Jaid @ Apr 12 2007, 05:44 PM)
easy destruction of objects. you could seriously do some unpleasant things to doors, walls, floors, ceilings, etc with your fists if they ignored armor.

Sonic = Stun, stun never affects objects...

I agree and that is why I am pretty sure I am better off with Electric strike becuase it has more uses.

However, if you look on the section on where it talks about how electricity damange can effect vehicles, drones, etc (SR4 pg 154). Even the book states that even though it does stun damage. It still can affect the drones and vehicles, etc. The GM has to roll a armor test.

I hate to sound like a rules lawyer and I am sounding like one even thought I don't like to. Basically, I can make a a stab in the dark, but I think the sonic strike can be effective against objects since both that and electrical are stun. Why couldn't both elements deal secondary effects. I like to throw in physics and reality when I play or run. But the Sonic strike could work against the objects....
Jaid
the stun effect works against objects, or at least such objects as are subject to stunning. the damage is ignored.
fool
first since it's kiling hands, your punch will still effect physical objects, it just won't be enhanced with sonic.
The big advantage to lightning fists (other than the cool name) is that on a successful hit the target always takes a -2 dp to all actions even if they're not incapacitated That's a pretty good thing.
MaxHunter
Besides, I have the funny idea that elemental effect -sonic- ruins your stealth. Well, because it's based on ...rm SOUND, isn't it? Electricity would be my choice if I had to get one.

Or we can ask Mr Frost...

(...) From what I've tasted of desire
I hold with those that favor fire.
But If I had to perish twice
I think I know enough of hate
To say that for destruction ice
Is also great
And would suffice.

However, I must say I am also a big fan of combat sense, ever for it's "spider sense" flavor.

Cheers,

Max
odinson
Acid could be useful. You could use it to melt your way through doors, floors, walls, people, ect. It doesn't make the noise of sonic or the light show that electricity would make. You would have to wear respirators and goggles as the acid produces noxious fumes as it melts through things.
Dentris
Acid is definitively the best elemental effect possible damage-wise. If you can throw a minimum of 8P at any opponent you touches, it means it's 8 comba turn of 8P damage you're dealing. If you strike again, it's another 8 combat turn of 8P, and again and again and again.
Wasabi
Acid combat spells only inflict damge once (BBB, p154) however there are Acid rules for other sources. I sense a loophole needing closing in the use of Acid with Elemental Strike...
Demerzel
QUOTE (D-Franco83)
However, if you look on the section on where it talks about how electricity damange can effect vehicles, drones, etc (SR4 pg 154). Even the book states that even though it does stun damage. It still can affect the drones and vehicles, etc. The GM has to roll a armor test.

That paragraph on electricity damage says that they can be affected by secondary affects, not that they take damage.

QUOTE (p154 SR4 Core)
They never suffer stun damage, but they do roll [. . .] to resist secondary effects.


That section does not allow for damage it allows for secondary effects.

As to having killing hands and so it forces the stun damage to be physical I'm uncertain about this. The rules are ambiguous. Personally I would say, yes you can use killing hands and be physical damage, or you can turn on your elemental strike (which is described as an activated power) and do your element damage, and if it's stun it's stun if it's physical it's physical...

The part about sonic lacking stealthyness, it will certainly ruin your stealth, the power is described as surrounding your hands with the appropriate element, be that fire, cold, etc. I imagine someone with sonic fists would have an interesting buzz emminating from the air arround the hands. I'd probably also describe it as causing an odd refraction effect emminating outward, like the less than lethal weapon used in the Minority Report movie, or those rifle things you see the Feds in Firefly shooting on occasion.
odinson
QUOTE (Wasabi)
Acid combat spells only inflict damge once (BBB, p154) however there are Acid rules for other sources. I sense a loophole needing closing in the use of Acid with Elemental Strike...

That is because the spells are listed as an instant duration. Once the spell is cast it takes effect and then disappears. The acid that kept dealing damage is gone.

I would probably only let the acid burn as long as the power was active.
So if I had magic 5 and activated my power, hit someone on the 3 turn it was active the acid would only burn for 2 more turns, my effect would end and all the acid would disappear and no more damage.



I was just thinking that we need a sustained elemental manipulation acid spell. Something that lets you throw a ball of acid then sustain it so it keeps dealing the acid damage.
fool
I'm also keen on taking the ultrasound enhanced sense. alot cheaper way of detecting invisible people.
Wasabi
Sure, an AOE DoT spell that hits invisible targets you can't detect. THAT would be balanced.
D-Franco83
Cool, I have actually chosen the electicity strike. I liked that one the best for creative possibilities. If I had a more of a psychotic uncloth adept. I would have picked the acid.

I actually talked about it with my GM about it being two seperate things between just a killing hands strike and an electric strike. We also agreed on the strength of it be the magic rating, which makes sense.

I was wondering how people liked the Counterstrike ability or the Wall Running, Traceless walk, etc.

Thanks for the continued Input
Glyph
Counterstrike lets you uses your net hits from defending on your next attack. Defense uses skill plus reaction, so just one level of counterstrike can be devastating when combined with improved reflexes and combat sense.

Wall running and traceless walk are both cool powers, but pricey, and more suited for invisible way adepts than warrior's way adepts.
kenas
You could just get Killing Hands and invest the rest in Critical Strike. That gives you 22P base damage with a super-magically impowered punch. It's not every day when a martial artist can deal more damage with his/her body than almost 2 panther cannons.
Glyph
Except that adept powers can only have a rating up to your Magic rating.
Ravor
Might have been mentioned already, but I'd drop your Improved Reflexes Power and go under the knife in order to get your IPs from Bioware personally. That way 3 IPs will cost you 1 Point of Magic instead of 3.
pbangarth
QUOTE (Ravor)
Might have been mentioned already, but I'd drop your Improved Reflexes Power and go under the knife in order to get your IPs from Bioware personally. That way 3 IPs will cost you 1 Point of Magic instead of 3.

I've seen this argument for bioware over Adept Powers a few times, and it seems to me people are missing something, at least in terms of the relative costs at character generation.

The Adept Power Increase reflexes costs 2 Magic points for +1 REA and +1 IP, and 3 Magic points for +2 REA and +2IP. These are usually compared to the ESS loss of bioware, converted to relative BP cost, and found to be wanting.

But what about the financial cost of bioware, which at character generation must also be bought with BP? A synaptic booster costs 80,000 nuyen per level, which converted to BP is another 16 BP per level. If you add that cost as well, then the bioware to Adept Power comparison comes out as:

Level 1:
Adept Power costs 20 BP (2 Magic points at 10 each), synaptic booster costs 21 BP (5 BP for half a Magic point -- allowing that the other half point will be used otherwise and so doesn't count here -- and 16 BP for the nuyen)

Level 2:
Adept Power costs 30 BP ( 3 Magic points at 10 each), synaptic booster costs 42 BP (10 BP for the Magic point loss and 32 BP for the nuyen)

Level 3: (bioware not achievable at character generation)

Using alphaware reduces the ESS cost, but doubles the financial cost, making the bioware even more BP-expensive. Looked at this way, the bioware is not cheaper than the Adept Power route.

I can see that in later play, money may show up to eliminate the financial part of the equation, and so it may be 'magically cheaper' to go bioware then, but you still have to contend with availability and time spent getting to that level of wealth.

Am I missing something?
Ravor
Well the way I look at it is that whenever I stat out an Adept without Bioware I have a really hard time fitting everything that I might want combat-wise around the 3 IPs that I also want.

With my 3 IPs provided for via Bioware I have the extra magic left over to pick up a good selection of Defensive/Offensive Powers at char gen. Granted, in doing so I've given up the hope of ever getting 4 IPs, but seriously, who ever really reaches that goal without crippling themselves anyways?
Big D
Think of it this way... you're paying 12BP for an effective 2PP (3-ESS).

That's a pretty good deal, with as many powers as there are now.
lunchbox311
If i was going to choose an element for elemental strike I would choose this one.


Blast
The blast elemental effect is like a hurricane
wind or the shockwave of an explosion. Blast
damage is treated as Physical damage and is
resisted with half Impact armor (rounded up).
Characters struck with a Blast damage attack
are more likely to be knocked down—add the
Force to the damage inflicted when comparing
to the defender’s Body (see Knockdown, p.
151, SR4). Blast damage can also break glass
and knock over trees and other objects. At
the gamemaster’s discretion, objects with a
Structure rating less than the Force may be
knocked over, shattered, shredded, or otherwise
swept away.

Though water and sand can be good choices too.


The reason being there is no extra armor that people can apply against it. Acid has chem protection, electricity has nonconductvity, ice has insulation, and fire has fire protection.


I have a combination invisible way/warrior way adept. He has traceless walk, gliding, and wall running. He can basically go anywhere. He also has blind fighting and motion sense so in a dark room most enemies are not a problem. And nobody expects the attack from the ceiling smile.gif
Catharz Godfoot
If you want an elemental effect condusive to stealth, smoke is pretty badass. It wouldn't have the same problem of loud noises associated with lightning, sound, and blast. You can actually make your enemies choke on your fist. You can even use it to create dramatic enterances! All in all it's very ninja.

The one problem is fire alarms...
Dashifen
QUOTE (lunchbox311)
Characters struck with a Blast damage attack
are more likely to be knocked down—add the
Force to the damage inflicted when comparing
to the defender’s Body (see Knockdown, p.
151, SR4).

What would you add to the DV of the attack for knockback since there's no Force?
lunchbox311
QUOTE (Dashifen)
QUOTE (lunchbox311 @ May 23 2007, 11:52 AM)
Characters struck with a Blast damage attack
are more likely to be knocked down—add the
Force to the damage inflicted when comparing
to the defender’s Body (see Knockdown, p.
151, SR4).

What would you add to the DV of the attack for knockback since there's no Force?

Good question. I guess if I were going to house rule it then add strength?

Any suggestions from others?
Nocturne
Add the adept's Magic? That would make sense to me too.
lunchbox311
QUOTE (Nocturne)
Add the adept's Magic? That would make sense to me too.

That works, and makes more sense I suppose.

Cool.

Man that makes blast a pretty good element. Same with water.
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