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Irian
Hi,

I'm just playing around with SR4 (played SR3 for many years) and as I still don't know what really important or helpfull, I wanted to ask if someone can give some hints.

What I want is a "rounded" character with a little focus on avoiding getting hit. Perhaps I have to forget the first thing and let him learn the valuable lessons InGame...
Somehow I ended up with many skills on 1, to avoid having to default... Don't know i this is a good idea...

Orc

Attributes:

Bod: 4 [0]
Agi: 5 [40]
Rea: 5 [40]
Str: 4 [10]
Cha: 2 [10]
Int: 4 [30]
Log: 3 [20]
Wil: 4 [30] -> Total 190

Edge: 4 [30]
Magic: 5 [40]

Qualities:
Human Looking [5]
Ambidex. [5]
Adept [5]

Sensitive System [-15]
Nano Intolerance [-5]
Incompetence (Mechanic) [-5]
... something for [-10]

Skills:

Close Combat (G) 4
Pistols 4
Automatics 4
Dodge 6
Athletics (G) 1
Perception 1
Etiquette 3
Pilot Ground Craft (Bike) 1
Armorer (Firearms) 1
Computer 1
Palming 1
Infiltration 1

Powers:
Impr. Reflexes 2
Combat Sense 3
Impr. Sense (Infra)
Sustenance

Equipment:
...something for around 20.000 (Weapons, Armor, Clothing, Commlink, etc.)

Any Ideas? I think about forgetting Infiltration and Palming to get the whole Firearms Group - just to be able to use Shotguns, too (I don't care for Sniper Rifles, the character seems to be more the "Near the enemey" type, not a Sniper, but a Shotgun could be nice sometimes).
Mr. Croup
Hmm.. Help can only be given if we know what you're trying to achieve with this character.

What's his/her purpose?
Irian
Didn't I write it at the top of my posting? I'm thinking of an adept, who'll perhaps become a real "Gunslinger" (with two guns) later, but at the moment only tries to be a decent fighter - main priority is to avoid getting hit at the moment. Didn't think of much more at the moment... Perhaps I'm also searching for some "generic" hints like "Don't buy ..., because..."...

Edit: The char will probably have street-level background, so I will probably not take any expensive cyberware (or no cyberware at all). Later, perhaps, but not at the beginning.
fumble
A way to improve very quickly with an adept character is to start with very low magic.

Put 20BP in Magic to bring it to 3, then get a synaptic booster 2 and Bone Density 4 (48BP). You'll start game with Magic 1, and will then get to improve very quickly.

Also, you now always have good close combat weapons at hand (litterally), and can get by with Unarmed 4 instead of the whole group.

Don't get rating 1 skills or groups : you get raped on the karma vs. BP efficiency (for the same reason, don't get them at 2 either).

When playing metahuman, you always should maximise your strong attributes, as it will cost you a lot more to improve them later with karma.

Avoid skills like armorer and palming (especially at creation at rating 1), and buy them later if you feel the need for them. Etiquette could also be left to the Face.

Lastly, avoid specialisation at character creation - pay 2 karma instead after game started.

Obviously, all of this depends on how frequently you intend to play. If you're not going to play very often, then you'll be better off being well-rounded from the start (so that you don't have to carry a 1 in Charisma and Logic for ages, or make do with no infiltration skill, that sort of thing...).
If this is a one-off, then the character is perfect as is - balanced, well rounded, cost effective given that he won't get any karma at a later stage.


Cheers,
Fumble.

***edit***
Ah-ah, I just saw your edit on cyberware (started typing this before, I think...).

Well, in that case, disregard my low magic attribute comment, but be aware this is going to be tougher to get better.
***edit***
Da9iel
If you really want to avoid getting hit, IPs are overrated. Invest in even more Combat Sense and improved ability: Dodge (if I'm remembering the name of the dodge buff correctly). Or you can get insane with gymnastics dodge and all the ways to increase gymnastics. It's non-combat, so it's cheaper than dodge with IA and has more cyberware that works for it. It is less effective than dodge in melee, but thats what your close combat group is for. Go crazy! You can get a synaptic accelerator later. Adepts always seem to have more money than karma anyway.

Heck, get SA 3 delta grade. sarcastic.gif
Mr. Croup
appologies, i meant i was wondering what your were trying to achieve from the perspective of roleplay.

If the character is an adept, i really wouldn't bother with cyberware as you'll immediately start taking a hit to your magic attribute (therefore powerpoints for adept powers).

I'm not sure how others would define "street level" these days, but if it were me i would limit my characters equipment to the less esoteric equipment and weaponry, for instance sticking to mainly light or holdout pistols, maybe the occassional heavy pistol or machine pistol. Stuff like SMGs, rifles, assault rifles i would consider outside of a street level background without some seriously good reasons. A sawn off shotgun wouldn't be too amiss on the street either, but as rare, if not rarer than heavy pistols etc.. Oh, and no matter how good at dodging the character is, i'd suggest some armour of at least armour jacket level if that doesn't effect the characters abilities too much (can't remember the armour rules for affecting stats etc.. off the top of my head right now)

You've got a fairly low perception skill, that can get you killed pretty quick if you don't know what dangers are coming. Try either to improve that skill or increase it artificially with equipment (earbuds and glasses with enhancements) but i'm not sure how prolific those kinds of equipment are on the street. Either way it's still no substitute for natural perception.

Having a bunch of skills at 1 isn't so bad, it at least means you don't have to default and if you really need it, your Edge is their to make up the difference. The way i see it SR4 character creation starts PC's at the 'entry level' of the shadows, so you're not going to be the baddest SOB around straight from the start.

That's all i can think of right now, back to work for me...
Eleazar
QUOTE (fumble @ Aug 31 2007, 05:19 AM)
A way to improve very quickly with an adept character is to start with very low magic.

Put 20BP in Magic to bring it to 3, then get a synaptic booster 2 and Bone Density 4 (48BP). You'll start game with Magic 1, and will then get to improve very quickly.

Also, you now always have good close combat weapons at hand (litterally), and can get by with Unarmed 4 instead of the whole group.

Don't get rating 1 skills or groups : you get raped on the karma vs. BP efficiency (for the same reason, don't get them at 2 either).

When playing metahuman, you always should maximise your strong attributes, as it will cost you a lot more to improve them later with karma.

Avoid skills like armorer and palming (especially at creation at rating 1), and buy them later if you feel the need for them. Etiquette could also be left to the Face.

Lastly, avoid specialisation at character creation - pay 2 karma instead after game started.

Obviously, all of this depends on how frequently you intend to play. If you're not going to play very often, then you'll be better off being well-rounded from the start (so that you don't have to carry a 1 in Charisma and Logic for ages, or make do with no infiltration skill, that sort of thing...).
If this is a one-off, then the character is perfect as is - balanced, well rounded, cost effective given that he won't get any karma at a later stage.


Cheers,
Fumble.

***edit***
Ah-ah, I just saw your edit on cyberware (started typing this before, I think...).

Well, in that case, disregard my low magic attribute comment, but be aware this is going to be tougher to get better.
***edit***

1. Could you possibly give us your reasoning behind this. This doesn't make any sense. His actual natural magic is still going to be 3, it is just modified to 1 because of his essence. It will still cost the same to raise it to 4. He isn't raising his magic to 2, it is 4 and he pays for raising it to 4. I also don't think bone density 4 is worth it. Just get an armor jacket with a helmet or camouflage suite with a helmet. He would have to raise his body and strength for this.

2. I agree with karma vs BP efficiency. If you wanted to stick to efficiency "to a T" you wouldn't have any skills below 4. At the very least maybe 3 where it is still a little more efficient than a 1:1 ratio.

3. I agree with the metahuman strong attributes.

4. I agree with the armorer and palming as well. I would also suggest he change his charisma to 1 and put it towards getting an intuition of 5.

5. I agree here again about the specializations. It just isn't worth it. That 2BP can be spent elsewhere more efficiently.

6. The way to a well-rounded character that still is efficient is skill wires. For 12BP you can get 6 skills at 3. That is 72BP worth of skills for 12BP. An adept isn't a good choice for a well-rounded character. The most effective adepts I have seen are social adepts, and phys adepts with critical strike, killing hands, and elemental strike. You could also go for the phys adept with power throw.

IRIAN:

I would suggest not having so many weapon skills. You really only need one weapon skill. Get rid of 2 of these (close combat, pistols, or automatics). I would suggest close combat and pistols. Close combat because you don't have anything helping you to do any damage. You will be egregious at close combat. Pistols because any automatic weapon is better than a pistol. Gunslingers are very very egregious. You have to split your dicepool. You would need close to 20 dice to even start being effective. Even then, you could be more effective doing called shots with only one pistol.

Get rid of imp. sense(infra) and sustenance. You can get glasses with thermographic vision and ultrasound. Sustenance is just, lame. I would rather get a survival skill for this. If you want to be able to go without sleep, get a sleep regulator. Those adept power points are precious, spend them carefully. 20,000 or 4BP for gear is not going to be enough. The least I have been able to get away with was maybe in the 13-15BP range and this was for a mage.

You don't need a dodge skill of 6. I would suggest getting a 6 in a skill you will be using a lot. I suggest a weapon skill. With combat sense 3 you will be just fine.

EDIT: One other thing, Improved Reflexes costs 3 power points. If you get rid of sensitive system and get synaptic boosters 2, that would remove 1 magic. In effect, this would be 1 power point spent rather than 3. Also, contrary to what some have said, multiple IPs are almost essential in being effective in combat. They also do help in defense because you can do a full defense, yet still be able to attack in your other IPs. If you did not have the extra IPs you might not have been able to afford to do a full defense if you have already attacked the enemy, or actually needed to attack the enemy. Extra IPs allow you to be more versatile and not only have a power advantage over the enemy but also strategic.
fumble
QUOTE (Eleazar @ Aug 31 2007, 06:21 AM)
1. Could you possibly give us your reasoning behind this. This doesn't make any sense. His actual natural magic is still going to be 3, it is just modified to 1 because of his essence. It will still cost the same to raise it to 4. He isn't raising his magic to 2, it is 4 and he pays for raising it to 4. I also don't think bone density 4 is worth it. Just get an armor jacket with a helmet or camouflage suite with a helmet. He would have to raise his body and strength for this.

Indeed, I can give you my reasoning behind this :

Adept starts with 3 Magic by buying it with BPs.
Gets 2 points worth of Cyberware, so Magic drops to 1.
Starts playing the game, earns 6 karma, raises Magic to 2.

The only thing the Essence Loss modifies is the Magic maximum rating - raising a Magic attribute that has been decreased by Essence Loss from 1 to 2 costs the same as raising a Magic Attribute that hasn't been decreased by Essence Loss from 1 to 2.

You seem to think otherwise. Perhaps I've missed the rule in the book, but I don't think so - I think the only rule there is specifically states the Magic max rating.
So in other words, he doesn't have Magic 3(1), he just has Magic 1.

However, if I'm mistaken and you do have a reference, thanks for giving me the page number.

Also, taking Bone density enables you to have it on top of a 1200 nuyen.gif Camouflage suit (from the remaining nuyen.gif 10k).

10k worth of gear is enough to get you by for the first run: get a good assault rifle, a good pistol, a camouflage suit, basic commlink, basic ammo, some smartlinked glasses, and off you go.
You can buy the nifty but less essential stuff later from your fixer.

Finally, Sensitive system gives you a penalty only towards Cyberware - Bioware is as normal.


Cheers,
Fumble.
toturi
I disagree with not getting skill or skill groups at 1. Defaulting is bad but you can get away with it. Defaulting a mission critical skill is very bad and chances are you can't get away with that. At the very least, buy 1 rank in what I call the basic skill groups - Athletics, Influence and Stealth. That way, you won't default in any of the day to day skills a runner will need. If you start with your bases covered, you might find your PC alive long enough to gain that karma.

Go karma efficient in those skills you are specialising in. That means 1 skill at 6 and the rest of your skill groups at 4. It might be good to specialise in at least one of the basic skill groups and get them at 4.

Eleazar, I think you are playing with a House Rule with regards to the Magic + Cyber/Bio. As it stands RAW, there is no (Magic) stat, only Magic. So I would agree that it is more efficient to get IPs using bioware. He is paying it to increase it to 2 from 1; not from 3 to 4, then factor in -2.
fumble
Well, Irian, the only thing obvious is that you'll get very different answers to your simple how-can-my-character-be-better-question - I think sustenance is a very useful power, for example, well worth the 0.25 PP smile.gif biggrin.gif

I suppose in the end, it depends on what you feel is the rightest for you biggrin.gif
Irian
Wow, so many hints, so much to learn... Unfortunatly, I can't use many of the tips, simply because they don't fit into my "mental image" of the character and I don't want to create a "Mr. Extremly Optimized Adept" - I just wanted to know what possibilities and guidelines are there, so that I can decide, which to use...

Cyberware is no possibility for this char, it doesn't "feel" right. He came from the streets, probably a gang, then had some small, local jobs to get a little bit of equipment... Perhaps later, when he earned some money - Bioware seems more likely, because the Sensitive System quality doesn't affect Bioware - but a smartlink is probably inevitable.

Gymnastics is a cool idea, never thought about it. More easy to get bonuses, etc. But somehow, again, I'm not sure if it feels right for this character. What's so wrong about dodge 6? It sounds rather usefull in Full Defense (and with increased Reflexes, you can go into full defense in the first action and then use the 1 or 2 other phases to do something).

I agree to Eleazar, multiple IPs seem to be essential for me and as I don't want to take Bioware (and will surely not get enough money soon), I almost have to take Increased Reflexes.

Attributes and Skills as high as possible is a good, mathematically based tip, thanks. (Of course, it depends on how often we'll play and how much karma we'll normaly get).
I just got the low skills to make him "round", so that he can know simple things, like how to prevent that you get hacked every five minutes... But probably it's more interessting to let him learn these little details in the game.

Sustenance ist surely not very effective, but it sounds really great. If someone offered me something like that for real, I would take it without thinking twice. You get five hours more life to use every day. The effect for a shadowrunner is not that big, of course (esp. an adept, who doesn't build or code things).

Edge seems to be pretty important for me, so I really hope to get it to 4 or even 5, because it's so damn universal...

As for the roleplaying: The equipment is rather basic, only a heavy pistol, (stereotypical) sunglasses with vision enhancements, etc. (bought with the mony from the "small jobs" mentioned above). An armor jacket is of course needed.

Oh, concerning magic: I also read the rules as follows...
1. Buy magic 5.
2. Install Cyberware for 1 point essence.
-> Your Magic drops to 4, Max. Magic drops to 5.
3. Buy magic 5 again for 25 karma.
But perhaps, I missed something.

Edit: Getting one rank in the Athletics, Influence and Stealth groups seems like an attractive idea to me. Perhaps I'll forget the combat groups... But not having to default and some basic knowledge in all these areas seems good to me - even if it isn't very karma-price-optimized.
fumble
QUOTE (Irian)
Sustenance ist surely not very effective, but it sounds really great. If someone offered me something like that for real, I would take it without thinking twice. You get five hours more life to use every day. The effect for a shadowrunner is not that big, of course (esp. an adept, who doesn't build or code things).

Somehow, sustenance is just badass.
"Yeah, I'm mister badass, I don't sleep, I don't eat, I hardly need to drink... Yeah, haven't come round to that breathing thing... yet..."

I personnally love it !
It's just such a cheap way to be badass biggrin.gif


Smartlink your glasses rather than your eyes - more essence friendly.
And when you do loose those glasses.. Well, it's just not such a big deal in this edition as it used to be (+2 dice is not nearly as powerful as -2 TN), so you're still fine.


Cheers,
Fumble.
cx2
Won't hurt to get a torch ("flash light" in American), maybe a few grenades. Grenades are cheap, especially gas grens with pepper punch or somehting similar and the odd smoke/thermal smoke gren.
Moon-Hawk
If you call a flashlight a torch, what do you call a stick burning at one end? Also a torch?
Kerberos
QUOTE (fumble)
A way to improve very quickly with an adept character is to start with very low magic.

Put 20BP in Magic to bring it to 3, then get a synaptic booster 2 and Bone Density 4 (48BP). You'll start game with Magic 1, and will then get to improve very quickly.

Wouldn't it be better to use 40 BP on magic and then get wired reflexes instead of synaptic boosters? Since wired reflexes are much cheaper I don't think it costs significantly more, might even be less (I can't remember the exact price of wired reflexes). Then you can latter replace the Wired reflexes with synaptic boosters and you have a large essence hole you can fill with varies cyber or bio goodies.
fumble
QUOTE (Kerberos)
QUOTE (fumble @ Aug 31 2007, 05:19 AM)
A way to improve very quickly with an adept character is to start with very low magic.

Put 20BP in Magic to bring it to 3, then get a synaptic booster 2 and Bone Density 4 (48BP). You'll start game with Magic 1, and will then get to improve very quickly.

Wouldn't it be better to use 40 BP on magic and then get wired reflexes instead of synaptic boosters? Since wired reflexes are much cheaper I don't think it costs significantly more, might even be less (I can't remember the exact price of wired reflexes). Then you can latter replace the Wired reflexes with synaptic boosters and you have a large essence hole you can fill with varies cyber or bio goodies.

Well spotted !
It would indeed be better at creation.

However, it depends on the kind of game you run - my group doesn't get particularly high payment (we do get dangerous missions with some karma, though), so the prospect of me getting 160k for my synaptic booster later in the game is slim - which influenced my advice, indeed.

Also, if you use the synaptic booster, you get some "Essence space" to squeeze in Bone density, and still keep it under 2 ess.

Then you get magic 2.

Then you get some more cyberware, which gets you to magic 1 again.

Then you can improve your magic again at low cost, untill you reach 3, at which point you've got to initiate.

Cheers,
Fumble.
Kerberos
QUOTE (fumble)
Well spotted !
It would indeed be better at creation.

However, it depends on the kind of game you run - my group doesn't get particularly high payment (we do get dangerous missions with some karma, though), so the prospect of me getting 160k for my synaptic booster later in the game is slim - which influenced my advice, indeed.

Also, if you use the synaptic booster, you get some "Essence space" to squeeze in Bone density, and still keep it under 2 ess.

Then you get magic 2.

Then you get some more cyberware, which gets you to magic 1 again.

Then you can improve your magic again at low cost, untill you reach 3, at which point you've got to initiate.

Cheers,
Fumble.

Yeah I can see how the money flow would play a role in which option to pick. I haven't played SR much, but what I played clearly proved to me that with our GMs money does in fact grow on trees.
Kyoto Kid
QUOTE (Moon-Hawk)
If you call a flashlight a torch, what do you call a stick burning at one end? Also a torch?

...OK Electric Torch grinbig.gif
Whipstitch
I remember reading the Chronicles of Narnia when I was in early grade school and being rather confused by the electric torch.
Lagomorph
QUOTE (fumble)

Indeed, I can give you my reasoning behind this :

Adept starts with 3 Magic by buying it with BPs.
Gets 2 points worth of Cyberware, so Magic drops to 1.
Starts playing the game, earns 6 karma, raises Magic to 2.

The only thing the Essence Loss modifies is the Magic maximum rating - raising a Magic attribute that has been decreased by Essence Loss from 1 to 2 costs the same as raising a Magic Attribute that hasn't been decreased by Essence Loss from 1 to 2.

By that logic, why not buy the cyberware first at char gen, that way you don't lose any magic when you purchase it.

Buy 2 ess worth of cyber,
buy magic 1 for 10 points
then start game
Irian
Loosing your only magic point (by installing cyberware) means, that you burn out. Then you can never have a magic rating again. So your idea doesn't work smile.gif
Kerris
QUOTE (fumble)
I suppose in the end, it depends on what you feel is the rightest for you biggrin.gif

*shudder*
Big D
QUOTE (Whipstitch)
I remember reading the Chronicles of Narnia when I was in early grade school and being rather confused by the electric torch.

(OT)
Hah! Same here. That's the first thing that comes to mind even now, whenever somebody starts calling them torches. smile.gif
knasser
QUOTE (Big D)
QUOTE (Whipstitch @ Aug 31 2007, 01:43 PM)
I remember reading the Chronicles of Narnia when I was in early grade school and being rather confused by the electric torch.

(OT)
Hah! Same here. That's the first thing that comes to mind even now, whenever somebody starts calling them torches. smile.gif


In Italy, a torch is slang for a joint. This cause immense hilarity during a D&D game (in which, coincidentally, certain participants were stoned). "We need to buy torches" said the player who wasn't familiar with italian slang. Laughter. "Seriously, we only have six torches left - this will not last us the night!" More laughter. "There must be a shop in this town that sells torches. We need torches and food!" Eruptions of stoned giggling.

That game went on forever!
azrael_ven
Ok... first correction synaptic booster will not be affected by sensitive neural system since it is bioware, that only affects cyberware. It is more effective to use synaptic boosters than to pay for Improved Reflexes. That frees up 3 points - 1 for essence, which is 2 points to throw towards more adapt powers. Drop Impr. Sense and Sus and pick up quick draw and Impr. Combat skill Pistol since that is what you want to do.

Combat Sense 4 (2)
Impr Combat Pistol 3 (1.5)
Quick Draw (.5)

Bump Intuition up to 5. Loose all the level 1 skills and drop the close combat group. Forget Etiquette and take Intimidate. Take Unarmed at 4, Perception at 4, Pilot Ground Craft at 2 unless you plan on fighting from the back of the bike then bump it to 4. Maybe even bump Dodge down to 4 and take Pistols up to 6. For more well rounded you could do Electronics Group 2 and Infiltration Group 2 to round out your skills.

For a negative quality think about allergies. A common mild gives you 10BP. A moderate addiction can be fun too if you have a GM that will let you role-play a little so it could be a person, a type of music, or game.

Don't forget contacts, it is a great way to get info and help the GM to drive the story.

Have fun with it.
Kyoto Kid
...keep in mind that Synaptic Booster 2 effectively costs 46 BPs in resources + the "burnt out" MA point. Furthermore, you will have to initiate to improve your effective MA to 6 (in actuality you will be increasing it to 7) which is very expensive Karma wise. Personally, I would go with Improved Reflexes 1 to start & when he get the 18 Karma raise his magic to 6 and increase your Improved Reflexes to rating 2.

I have run KK in a fairly tough campaign with only 2 IPs & she has managed to survive quite well.

BTW: Not having to default is a good thing so 1s & 2s in a couple of occasionally used skills is not a bad investment. . Keep in mind the smaller the dice pool the more likely you will suffer a glitch/critical glitch.
toturi
QUOTE (Kyoto Kid)
...keep in mind that Synaptic Booster 2 effectively costs 46 BPs in resources + the "burnt out" MA point. Furthermore, you will have to initiate to improve your effective MA to 6 (in actuality you will be increasing it to 7) which is very expensive Karma wise.

Again there is no effective Magic and actual Magic. Having bioware or cyberware reduce your Magic makes it easier to increase your Magic.
Glyph
Um, synaptic booster runs 160,000 nuyen.gif , or about 32 build points - which is still expensive. And yeah, you're paying for that Magic point you're losing, too.

I like synaptic booster: 2 a lot from a min-maxing perspective, but Irian has stated he doesn't want 'ware for this guy. As far as pure adept powers, he actually has a pretty good selection. Improved Reflexes: 2 and Combat Sense are solid choices, and sustenance is a great power for flavor (and has some pretty decent in-game advantages, as well). The only power I don't like that much is the thermographic vision, both because he already has natural low-light vision, and because visual mods are available in cheap sunglasses now. I would recommend, instead, getting Attribute (Agility) Boost: 1. It's a cheap way to get a quick bonus to your attacks, and is the best bargain for someone not getting muscle toner. You will be rolling 6 dice, so are likely to get two or so extra dice nearly every time, and you will be rolling 8 dice to soak 1 point of Drain, so that won't be a worry.


Attributes are good overall, but I would not reduce Charisma to improve Intuition. Instead, reduce Strength to do that - reason being, a Strength of 3 does the same damage as a Strength of 4.

On skills, do you really need the entire close combat group for someone who is a gunslinger and has a super-high dodge? I would take just unarmed combat, and get the Firearms group instead of the Close Combat group. With the 16 points you've saved, raise your palming and infiltration skills to 2, and use the remaining 8 points to get contacts and/or raise your starting resources a bit. I would say either a 3/2 fixer and a 2/1 hacker, or lose the hacker to get 15,000 more in resources.
toturi
QUOTE (Glyph)
I would recommend, instead, getting Attribute (Agility) Boost: 1. It's a cheap way to get a quick bonus to your attacks, and is the best bargain for someone not getting muscle toner. You will be rolling 6 dice, so are likely to get two or so extra dice nearly every time, and you will be rolling 8 dice to soak 1 point of Drain, so that won't be a worry.

Attributes are good overall, but I would not reduce Charisma to improve Intuition. Instead, reduce Strength to do that - reason being, a Strength of 3 does the same damage as a Strength of 4.

On skills, do you really need the entire close combat group for someone who is a gunslinger and has a super-high dodge? I would take just unarmed combat, and get the Firearms group instead of the Close Combat group. With the 16 points you've saved, raise your palming and infiltration skills to 2, and use the remaining 8 points to get contacts and/or raise your starting resources a bit. I would say either a 3/2 fixer and a 2/1 hacker, or lose the hacker to get 15,000 more in resources.

I agree with the gist of Glyph's post.

But I think Irian has 2 options: 4 for Athletics group(for Gymnastics and all round athletic ability) and 6 for Pistols; or 4 for Firearms and 6 for Dodge.
Kyoto Kid
QUOTE (toturi)
QUOTE (Kyoto Kid @ Sep 1 2007, 09:14 AM)
...keep in mind that Synaptic Booster 2 effectively costs 46 BPs in resources + the "burnt out" MA point.  Furthermore, you will have to initiate to improve your effective MA to 6 (in actuality you will be increasing it to 7) which is very expensive Karma wise.

Again there is no effective Magic and actual Magic. Having bioware or cyberware reduce your Magic makes it easier to increase your Magic.

...that's not the way I understand it. Let's say, you start with a 6 MA, you burn out one point with 'ware that takes you to a 5 but you still have e 6 MA for basic purposes. So, in order to raise it back to 6 you actually have to raise it to 7 which means you have to initiate.
Irian
QUOTE (Kyoto Kid @ Sep 1 2007, 02:19 AM)
...that's not the way I understand it.  Let's say, you start with a 6 MA, you burn out one point with 'ware that takes you to a 5 but you still have e 6 MA for basic purposes. So, in order to raise it back to 6 you actually have to raise it to 7 which means you have to initiate.

One simple question: Where does it say that? I only know for sure, that any lost essence will decrease your magic rating and your max magic. So I can't quite agree with you... If you lost essence, you only have magic 5 - the next point it the 6th.

Edit: So many possibilities... Perhaps I should try playing a whole group of adepts smile.gif
laughingowl
As written losing essence causes a loss of magic (or reasonance).... It is not a 'penalty' that changes the effective rating..

Meaning it is a very valid min/max approach to:

Buy Magic to 2... (
Spend up to .999~ essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1

Now Essence = ~1.0
Magic = 1
Max Magic = 1

Now you would have to initiate also to raise maximum magic and then raise magic.


If one is going to mix magic and cyber/bio, it is something by FAR best done at creation / when magic is as low as possible.

RAW: The cost of going from Magic 2 -> 1 -> 2 is 6 karma

The cost of going from Magic 5 -> 4 -> 5 is 15 karma

Now I do know many that will housle the 'actual magic' and effect magic house rulling so:

Magic 1 (at creation with BP)

(with karma)
Raise Magic to 2
Get <1 essence of Cyber
Raise magic to 5

costs the same as:

magic 1 (at creation with BP)
(with karma)
Raise Magic to 6
Get <1 essence of Cyber = Magic 5


However this is not rules as written .... and I have not seen a posting from the developers that it is even rules as intended.
D Minor
But your not
magic 2

burn.99 essence magic 1 (2)
spend 6 karma magic 2(3)
burn .99 essence magic 1(3)
your next point of magic will cost 12 karma

my bad smile.gif
Irian
Could someone please simply state, where he thinks this is written?

The core book simply says...

QUOTE
Anything that reduces a character’s Essence will also reduce Magic. For every point (or fraction thereof ) of Essence lost, the character’s Magic attribute and her Magic maximum rating are reduced by one. A character with a Magic of 4, for example, whose Essence is reduced to 5.8 has her Magic immediately reduced to 3 and her maximum to 5. Further Essence reductions do not reduce the character’s Magic again until Essence drops below 5.


There's nothing about a split magic attribute for "actual" and "real" magic. Magic rating is reduced by one. The character in the example has Magic 3. So the next point will cost him 12 (4 * 3) Karma. Simple.

So I agree to laughingowl, until someone shows me a quote (or page number) where it is ruled otherwise smile.gif
Kyoto Kid
QUOTE (laughingowl)
As written losing essence causes a loss of magic (or reasonance).... It is not a 'penalty' that changes the effective rating..

Meaning it is a very valid min/max approach to:

Buy Magic to 2... (
Spend up to .999~ essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1

Now Essence = ~1.0
Magic = 1
Max Magic = 1

Now you would have to initiate also to raise maximum magic and then raise magic.


If one is going to mix magic and cyber/bio, it is something by FAR best done at creation / when magic is as low as possible.

RAW: The cost of going from Magic 2 -> 1 -> 2 is 6 karma

The cost of going from Magic 5 -> 4 -> 5 is 15 karma

Now I do know many that will housle the 'actual magic' and effect magic house rulling so:

Magic 1 (at creation with BP)

(with karma)
Raise Magic to 2
Get <1 essence of Cyber
Raise magic to 5

costs the same as:

magic 1 (at creation with BP)
(with karma)
Raise Magic to 6
Get <1 essence of Cyber = Magic 5


However this is not rules as written .... and I have not seen a posting from the developers that it is even rules as intended.

...then again 4th ed is broken for in past editions (at least in SRIII) that is the way it worked.
Irian
Erm... Sorry, that's not correct. In past editions you NEVER paid karma for your magic rating. You had magic 6 and then it decreased when installing cyberware. End of story smile.gif So you can't say "In past editions..." because in past editions, that problem came never up.

And Initiation costs are not concerned by the magic rating, so no changed compared to SR3 here in SR4.
Kyoto Kid
..I was referring to recovering MA lost due to implantation. You had to initiate to the next level above your adjusted MA for every point "burnt out" (e.g. to get back to 6 you had to initiate to 7). In 4th ed you have to both initiate and pay for the increase to MA to get another Power Point. So if you started at chargen with a 6 burnt out 1 point to 5 you have to initiate and pay the Karma cost to raise your MA back to 6.

that 1 point of MA lost for implants effectively lowers you MA cap to 5.
toturi
If you bought MA at 5 with your MA capped at 6, you can implant till MA 1 and cap at 2. When you increase the Magic, you pay for the 1 to 2 but then you are capped at 2. In order to lift the cap, you'd need to initiate.

But really initiation can be done regardless of whether you implant cyber or not and the cost for initiation is tied to initiation grade, not Magic. So I do not feel that the initiation cost should be factored into the increasing of Magic because as long as you do not max your Magic, you'd have no need to Initiate except that Metamagic abilities are quite strong and useful.
Glyph
QUOTE (laughingowl)
As written losing essence causes a loss of magic (or reasonance)....  It is not a 'penalty'  that changes the effective rating..

Meaning it is a very valid min/max approach to:

Buy Magic to 2...  (
Spend up to .999~ essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1
Buy Magic to 2 (For 6 karma)
Spend up to 1.0 essence on Cyber/bioware
Magic becomes 1

Now Essence = ~1.0
Magic = 1
Max Magic = 1

Now you would have to initiate also to raise maximum magic and then raise magic.


If one is going to mix magic and cyber/bio, it is something by FAR best done at creation / when magic is as low as possible.

RAW:  The cost of going from Magic 2 -> 1 -> 2  is 6 karma

The cost of going from Magic 5 -> 4 -> 5  is 15 karma

Now I do know many that will housle the 'actual magic' and effect magic house rulling so:

Magic 1 (at creation with BP)

(with karma)
Raise Magic to 2
Get <1 essence of Cyber
Raise magic to 5

costs the same as:

magic 1 (at creation with BP)
(with karma)
Raise Magic to 6
Get <1 essence of Cyber = Magic 5


However this is not rules as written ....  and I have not seen a posting from the developers that it is even rules as intended.

Technically, that might be doable. But in an actual compaign, you'll be starting out with low amounts of cyber/bio and a low Magic, putting you behind dedicated sammies and adepts alike. Plus, you'll be constantly getting surgery, and spending your Karma on merely keeping your Magic at the same rating. Yeah, you'll save Karma over the long haul, but in the meantime you'll be stuck with a frustratingly weak character who gets de-powered in areas with even the weakest background count.

Min-max doesn't always mean "cheapest". Hard-maxing your Magic and then getting synaptic accelerator: 2 is hideously expensive, but can be used to make a brutally effective combat adept.
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