Abbandon
Feb 9 2008, 08:07 PM
Ok here is the premiss(premise?).. An twin pistol gun bunny who can boost her agility, cast stealth spells on herself, and charm just about anybody. Tracking two different targets independantly is kinda like the way a chameleon's eyes work, and chameleons have this cool swaying motion to their movements to fool prey and predators into not seeing them, they have color changing skin pigmentation. This chick wont "talk to" her mentor for a long time after character creation or even be able to cast her invis spell at the beginning but she will be kind of obsessed with chameleons and just think its a normal obsession like some people have with cats or dogs or birds or any other animal.
Anyways she should be able to boost her agility up to 10 ocassionally + light pistols 7 + mentor advantage 2 = 19/2 = 10 dice on one hand and 9 on the other. Did lasers or smartlink help when you are dual firing? Hammerli's have recoil so she can fire 4 times an IP with no recoil mods. Hmmm. Im thinking I should put that 1 extra BP into gear and get a sniper rifle or something..
But anyways what do you think? Please dont suggest cyber/bioware. I cant cast magic until I raise magic one more time because you cant use magic you spent on power points to cast spells and stuff, should i get rid of the invis spell? I dont really want to get rid of the spellcasting skill. If i did get rid of invis that would give me +4 BP to put someplace (cuz i would also remove the 1 bp from knowledge)
Background wise, She is a princess with a bad attitude from a asian, korean area of seattle, who uses her influence skills to get what she wants. ALWAYS. But then her boyfriend who is with the Triad gets whacked and she decideds to get out of that life. Spirits of man hate her because she manipulates and uses people and they are to much alike. if she ever got dropped in the woods or any outdoor environment and had to fend for herself she would not last very long AT ALL. Hates camping, hates anything rural, hates getting dirt under her nails.
long term development is just to turn her into a realy cool assassin/infiltration character
CODE
Total BP:400
Die (Meta-type Elf -30bp)
Height: 1.8 meters Wieght: 65 kilo's
Attributes: (-200 bps)
Body: 1/6 4/6 +30bp
Agility: 2/7 5/7 +30bp(max 10)
Reaction: 1/6 5(7)/6 +40bp
Strength: 1/6 2/6 +10bp
Charisma: 3/8 6/8 +30bp
Intuition: 1/6 4/6 +30bp
Logic: 1/6 2/6 +10bp
Willpower: 1/6 3/6 +20bp
Initiative: 9(11) (improved reflexes 2)
Magic: 1/6 6/6(+65bp) (1mp/5pp)
Condition Monitor: 10P 10S
Edge: 1
Init Pass: 3 (improved reflexes 2)
Essense: 6.0
Qaulities:
Positive:(+20bp)
-Mystic Adept (+10bp): Splits magic pool between PP and spellcasting/conjuring. (5/1)
-Mentor Spirit (+5bp): Chameleon, +2 dice when splitting pistol dice pools, +1 to Illusions spells, charisma+will(2) test to run or sprint.
-Ambidextrous (+5bp): no penalty to off hand shots
Negative (+30bp)
-Sensitive Systems (-15bp): double essense costs of cyber, but not biware.
-Spirit Bane(man) (-10bp): Spirits of man hatemy guts and can refuse to help me or target me first.
-Incompetent(survival) (-5bp): can not survive or provide for herself.
Adept Powers: (5.0 points points)
-Improved Reflexes (2) (-3 pp): +2 reaction, + 2 IP's
-Kinesics (2) (-1 pp): +2 to all socials tests (+2 vs gauge speech)
-Agility Boost (3) (-.75 pp): Magic + agilit boost 3 test. Each hit boosts agility +1. resist 3S drain.
-Nimble Fingers (-.25 pp): +1 palming, insert clip, pick up/drop object, eject clip, use simple object = free
Contacts: (+3bp)
--Fixer: 2/1
Active Skills: (+102bp)
-Con (2) +8bp
spec: Seduction (4) +4bp
-Etiquette (1) +4bp
-Stealth (1) +10bp
Disguise
Infiltration
Palming
Shadowing
-Dodge (5) +16bp
-Pistols (5) +20bp
spec: Light Pistols (7) +4bp
-Perception (4) +16bp
-Athletics (1) +10bp
Climbing
Gymnastics
Running
Swimming
-Pilot-Ground craft (1) +4bp
-Spellcasting (1) +4bp
spec: Illusions (3) +2bp
Knowledge Skills: (4+2 x3=18 free Bp worth)
Triad Politics (2)
Current Events(Seattle) (3)
Working Out (2)
Firearm Designs (3)
VR games (2)
Language Skills:
English N
Korean (3)
Sperithiel (3)
Gear: (+7bp) = (34,650/35,000Y)
-Armor Jacket 8/6 (-900Y)
-Urban Explorer Jumpsuit 6/6 (-500Y)
-Ares Predator IV (-350Y)
Dam: 5P, AP: -1, Mode: SA, Ammo: 15c
Built in smartgun
Concealed Holster (-75Y)
Silencer x1 (-200Y)
Heavy Pistol Clips x3 (-15Y)
ammo: Gel (30Y per 10: x3) (-90Y)
ammo: Explosive (50Y per 10: x3) (-150Y)
-Hammerli x2 (-1300)
Dam: 4P, AP:0, RC:1, Mode: SA, Ammo: 6c
Built in smartgun and uses heavy pistol ranges
Hidden Arm Slide x2 (-700Y)
Light pistol Clips x8 (-40Y)
ammo: Explosive(50Y per 10: x4) (-200Y)
ammo: Gel (30Y per 10: x2) (-60Y)
-Knife (str/2 +1)P (-20Y)
-Flash-pak -4/-2 flare comp to attacks, can last 10 turns(-200Y)
-Clothing (10x200) (-2000Y)
-Commlink: (Meta Link+Vector Xim)(5,5,5,5)(4000+1000+2500+2500 (-10,300Y)
-Sub Microphone (-50Y)
-Trodes (-50Y)
Programs:
Encrypt (6) (600)
-Commlink: (meta link+vector xim) (-300Y)
Sim module(cold) (-100Y)
-Glasses w/ Vision Enhance,image link (3) (-350Y)
-Glasses w/ Thermo, Smartlink, Flare, image link (-700Y)
-Earbuds w/ Audio Enhance (3) (-300Y)(free earbuds w/ comm)
-Fake SIN (1) (Ashlynn Shunoi) (-1000Y)
Fake License: Firearms (4) (-400Y)
Fake License: Driving (4) (-400Y)
Fake License: ammo (4) (-400Y)
-Fake SIN (4) (Mia Sukboi) (-4000Y)
Fake License: Drivers (4) (-400Y)
-Suzuki Mirage (-6,500)
-1 months Low Income (-2,000Y)
-Spells
Improved Invisability +3bp
Special Abilities:
Low Light vision
+3 to visual perception (glasses)
+3 to audio perception (earbuds)
I think you need to allocate at least one point to magic power, but that may be a remnant of SR3 memory. Else the char looks good. I´d shift a point from reaction to agility (to favour infiltration tests over combat power), but thats minor. Fine!
Shrike30
Feb 9 2008, 08:48 PM
You don't get laser/smartlink bonuses when going akimbo.
If your whole reason for choosing the Hammerlis was the recoil compensation, you should really check out some of the weapons and weapon mods in Arsenal. A personalized grip alone would be enough for semiautomatic fire, and you could slap that on a different pistol with a larger magazine.
Abbandon
Feb 9 2008, 09:02 PM
I reread pg186 on mystic adepts and it just say mystic adepts have the OPTION of splitting thier magic points. Doesnt say anything about having to start with 1 of each.
Man Arsenal sounds like a must own book heh. I have to wait to get it though. It definately sucks emptying your clip every other turn.
Ravor
Feb 9 2008, 09:08 PM
I agree with
Ryu, I'm pretty sure that you have to split your Magic between Adept and Mysticism, and I know that I personally wouldn't allow you to learn spellcasting without being able to actually use it.
Although unless I misunderstood her background, shouldn't she have Korean as a native language istead of English?
And of course, I always recomend at least a datajack and getting your extra IPs from bioware, after all you already have a "princess" who is has trained to be among the best shooters and dodgers in the world so what is a little bio and cyber?
Oh and unless I missed seeing it in
Fourth Edition Core and
Street Magic just now I'd veto your custom Mentor Spirit, the bonus to spilt dicepools is too much when compared to the others and seems too "tailored" for this character for my tastes.
Ravor
Feb 9 2008, 09:11 PM
Sure, but it also says that DMs shouldn't allow people wer aren't interested in being a Mystic Adept to take the quality, I read that as saying you have to split your Magic as soon as you raise it.
Abbandon
Feb 9 2008, 09:20 PM
See in her old background before i retouched her a little, she lives in seattle but she ran with a ganger who was part of the triad, her parents and friends were from a heavily asian area. So she isnt from korea.
The mentor...come on.. other mentors give 2 dice to a spell groups, and 2 more dice to a summoning group, she is getting 2 dice to something and 1 to another. why is that a stretch ?
Hmmm only 16-17 of the new mentors in street magic gave +2 dice to one thing and +2 to another. Clearly they are against such huge advantages.
Ravor
Feb 9 2008, 09:33 PM
Because the other Mentors give +2 in something that is defined, where-as your custom job doesn't.
You get your bonus whenever you shoot two pistols. (Which is the reason you took it.)
You get your bonus whenever you cast multiple spells at once. (Which is the reason I'd take it.)
ect, ect...
Basically it's too broad in scope, plus I've always disliked custom Edges that were clearly tailored for the character in question.
You could consider to buy Increase Reflexes, a sustaining focus, and two points of magic power instead of the adept power. Some other skill shuffle could give you some magic skills, too.
I would accept the mentor, as I give players leeway in customising their mentors. Consider me a follower of UMT; beliefs and made up traditions harness the magic power of the metahuman world, to each his/her own.
On the other hand, you have a strong adept going here. Much more playable than the other IMO. Because of that I think your slow development of the magical side might work. Can´t really find a qoute confirming my memory for SR4. Just take note that your development will be very slow (3 magic for spellcasting will cost you 72 karma alone), and then you´d several skills at rating 4+. Still, your base is sufficiently stable to enjoy/endure that time. I think you may like it.
Abbandon
Feb 9 2008, 10:00 PM
ok I put +2 whenever you split dicepool just because it was the first thing that popped into my brain. What if it said +2 dice to pistols while dual firing?
@Ravor do you have any mage characters and if so what are their mentors if they have them?
@Ryu if i dropped adept, where could i possably pick her adept powers like nimble fingers, kinesics, most importantly agility boost, and all the other powers she will be able to pick up later eventually? I didnt just take it for more IP's
Honest misunderstanding! I meant drop the adept power "Inmproved Reflexes", get the spell "Increase Reflexes" instead. And a sustaining focus for that. You could start out with magic 5(3 on PP).
You would need to find some points, but it would work much faster. I suggested this way because I would not want to get rid of the cool powers!
Abbandon
Feb 9 2008, 10:31 PM
I really like that idea. The only part that doesnt sit right with me about this character is her good reflexes and being fast, when chameleons are sloooow. Which as an adept power makes it seem like its something her mentor is granting to her. If she had to learn a spell to speed her ass up or get bioware that would flow much better with the character.
However. It would be extremely difficult to shift BP's around right now to afford and bond(i "think" you have to pay for your bond in bp?) a focus. I was thinking of getting one for invis. The bigger problem I see with the spell increased reflexes is that it takes 2 hits for +1 IP, 3 net hits to get +2 Ip's. And even with 3 magic going spellcasting and such that would leave me with a dice pool of 4 to cast improved reflexes.
I would be lucky to get 1 hit and not crit with that many dice.
I was very tempted to hack out athletics but then i got to thinking. The MAX i can dedicate to is magic 3, cuz i need 2 for PP. This would limit the force of my spell to 3 and 3 hits......... oh I can overcast to 6?(do i use just magic side of my attribute to determine overcast or the full thing). Overcasting a F6 improve reflex would be 5P drain....vs...9 dice or 2 hits if im lucky on average. Thats 3P damage on average just for my IP's.
Then you talking about a sustain focus....sustain foci are forcex4 availability meaning your capped at 3. Which means the force of your spell is capped at 3. Which means no freaking way.
Casting improved reflex with a adept focused mystic adept = hell no.
Ravor
Feb 9 2008, 10:33 PM
I would say that it doesn't seem broken in a game-balance sense, but I would still veto it because it doesn't make sense to me that Chameleon would be granting bonus for dual shooting.
To answer your question I tend to run cybered up Mages whenever I get the chance to play rather then DM, and although many of them don't use Mentor Spirits I like the following:
Dark King
Fire-Bringer
Seductress
Adversary
Sky Father
The next time I reroll Bot he is going to have a connection with Adversary, although given the nature of Adversary and Bot's personalities I don't think the relationship is going to be "smooth" by any means. Especially since Bot is a pseudo-Catholic.
I think athletics 1 could be the answer. Get Spellcasting 4 (+illusion spells), Summoning 1(+favoured spirit type) for the savings.
ElFenrir
Feb 9 2008, 11:40 PM
Saw a little error; your 2 strength only costs 10 BP. So if you added it in as 20...then you still have 10 free BPs.
Ill have to look into this more tomorrow; had a long night, but saw the small math mistake.
Nostalgic Jester
Feb 9 2008, 11:47 PM
You do know that if you don´t allocate at least one point to mojo-slinging/spirit-tossing your magic attribute for those things will be 0, don´t you?
I mean, you won´t be able to cast anything at all!
Abbandon
Feb 9 2008, 11:48 PM
Oooo good catch!!! I dont believe in using less than 200bp's for attributes though so its going back into one of them... eh that was a pretty easy decision. It put it into reaction so that she would have a better chance at evading bullets.
I also found out you can have an open reply and atleast quick edit other messages in the thread lol.
@Nostalgic yes....until later. Its part of the character concept/no other way to do it lol. In the beginning she just has certain abilities and has some wierd obsession with chameleons. Later as her magic power grows she will become more connected to her mentor spirit Chameleon and as a result she will start being able to cast spells. Spells she learns from chameleon like invis, healing(lizards regrow tails), sense boosting spells.
She will not ever be casting war spells or summing spirits(well maybe beast at extremely low levels)
Fortune
Feb 10 2008, 12:40 AM
You can't actually learn the active Magical Skills unless you have assigned at least one point of Magic to the Mystic side of things.
Abbandon
Feb 10 2008, 01:01 AM
Hmmmmm I really really dont like that interpretation, but it is irrelevant. I know that without mystic points I cant cast magic so i dont really need magic skills or spells? I was just trying to save karma down the road and make it easier somewhat easier to develope down the road.
To me the intent of that statement is to keep mundanes from taking magic skills. This character has a Magic Attribute(whether its focused inward or outward is irrelevant) she has the power, the ability, the potential to use magic. She is not mundane.
Ok stripped the spell and spellcasting and removed the 1bp from knowledge, also reduced her contact by 2 bp for a total refund of 10bp. Dumped it into Influence.
ixombie
Feb 10 2008, 02:41 AM
I'm going to tear apart the character on a numbers basis. I don't have any problem with the idea behind it, but I think you've made a number of faulty assumptions about what's effective in SR4. Please don't take it the wrong way though
First of all, I think it's a very bad idea to make a mystic adept with the plan being to develop spellcasting "down the road." Magic costs a LOT of karma. And as an adept, you have way way more you can do with your magic than you'll ever be able to achieve in the life of your character. A gun bunny is going to benefit way more from pouring karma into things like attunement and centering, and just pouring on more and more adept powers. If your plan is to be an adept who casts spells, it will a) be a very long time before you realize that, and b) you will be bad at both; a crappy adept who casts crappy spells. A pure mage or a pure adept will equal karma will probably be able to kick your well toned elf butt.
That said, there is no rules problem with a mystic adept who doesn't start with any magic in spells. Your GM might not like it, but if he doesn't mind, that's his choice. I personally would allow it, though I'd counsel you not to be silly and just make a full adept or full mage.
Onto dual fisting: splitting your dice pool is BAD. You will MISS. Even with your special custom mentor that gives you a bonus to it. You have just 12 dice to shoot, even if you add two more you're looking at 7 dice. A samurai can usually dodge that without full defensing. And even a dork security guard will probably dodge it on full defense. If your opponent has cover, you will miss. If there is poor visibility, you will miss. You will miss a lot when splitting dice. And the worst part is that when you do hit, you're hitting with light pistols. Even poorly armored foes will only take stun damage. You'll probably never meet a spirit you can damage. And anyone reasonably tough who actually gets hit will not feel it.
There are good reasons to dual fist. Wanting to fire four weenie light pistol rounds in the same action phase with split pools is not one of them. Dual fisting is very nice for powerful singleshot weapons, i.e. Ruger Super Warhawks. Each gun can only fire once a round, but if you have two, they act like a very powerful semi-auto pistol. And you have to reload their tiny cylinders half as often. Another reason to dual fist is for full auto weapons. They can only fire one long burst per turn, but if you have two guns, you can fire two long bursts, one from each weapon. Finally, dual fisting is great for holding a gun plus a melee weapon, especially something portable and concealable like a cyberspur. It's mostly useful for gymnastic dodges, since you can only dodge ranged OR melee with gymnastic dodge. If you have an offhand melee weapon and you gymnastic dodge against bullets, you'll be able to parry anyone who attacks you in melee during the same phase. Though it's also nice to seamlessly switch from shooting to melee when you're attacked up close so that you don't suffer the -3 'attacker in melee' shooting penalty. If you go with any of these strategies, you attack with your full pool every time and gain very nice advantages. The only time when it's smart to be splitting your pool is when you're shooting up chumps who can't defend against it. At the very least, I'd upgrade from light pistols to something with some actual kick. There are some especially nice choices in Arsenal, like Ruger Thunderbolts.
Last but not least, take combat sense! Combat sense is the best adept power for gun bunnies. Those extra defense dice mean a lot, especially for a relatively squishy adept who can't eat bullets. And it's such a bargain! Attribute boost, by comparison, is not your best friend. It's a minor, temporary boost, compared to Combat sense's major, permanent boost. I would drop kinesics and attribute boost and sink it all into combat sense. You can keep your charisma and influence group, and you'll still be pretty good at social. Kinesics is eating up a whole power point just to give you +2 dice on social, which is not going to make or break your character's social skills. But it will be important to have those +2 dice on defense, because of a squishy elf gun bunny it's all about dodge or die. Not observe proper etiquette or die (most of the time)
Fortune
Feb 10 2008, 02:54 AM
Just a note about Dice Pools and splitting ...
The Dice Pool is made up of Attribute + Skill (including anything that directly adds to either of those). Everything else is a Dice Pool modifier.
Dice Pools are split before modifiers are added, so the appropriate modifiers fully affect each new sub-Pool. This makes splitting not the Bad Thing™ that some people make it out to be.
ixombie
Feb 10 2008, 03:21 AM
Good call. But the fact is, other than the unofficial "Chameleon" mentor spirit, there are virtually no mods that apply to dual fisting, since it negates smartlinks and laser sights... I guess tracer rounds? But those don't work in most pistols.
Fortune
Feb 10 2008, 03:36 AM
Specialization in the pistol(s) you are using comes to mind.
Of course, Firearms isn't the only (or best) place to use split Dice Pools. Spellcasting is where it really shines, because you can stack on modifiers like Specialization, Mentor Spirit, Foci, etc.
Glyph
Feb 10 2008, 05:02 AM
The thing to keep in mind when you split dice pools is that you get the negative modifiers added to each pool, too, and when your pools are half-sized to start, that can really knock them down.
Take an elven sammie with 18 dice in pistols - 8 of it from Agility (6 plus muscle toner: 2), 6 from base skill, 2 from specialization, and two of it from a smartlink, who is shooting at a target who has partial cover, with partial light but also glare from a street lamp, and heavy rain. That's -2 for the cover, the sammie's cybereyes compensate for the light, -1 for the glare, and -2 for the heavy rain. No problem - rolling 13 dice, he is still likely to get a good hit.
But suppose the sammie decides, since he's so awesome, that he will use two Predator IVs, and split his dice pool? Okay, so he splits his base pool of 14 dice into 2 dice pools of 7, loses the smartlink bonus, and applies the specialization to each, for 9 dice. Not too bad, actually. But against that same target, now he will be rolling a measly 4 dice for each shot. Maybe enough to nail a grunt, but not likely enough to nail another sammie, even one not as awesome as he is. And glitching is much more of a possibility now.
I'm not saying splitting your dice pools will always be a bad idea. If you are attacked out in the open by multiple enemies, using two guns might be a good idea. I wouldn't make it your default tactic, though.
mfb
Feb 10 2008, 06:08 AM
my two-gun shooter mostly used her ambidexterity to fire one weapon at a time. she generally packed something with a lot of penetration in one hand, and something loaded with flechettes in the other.
ixombie
Feb 10 2008, 07:00 AM
QUOTE (Fortune @ Feb 9 2008, 10:36 PM)
Specialization in the pistol(s) you are using comes to mind.
Of course, Firearms isn't the only (or best) place to use split Dice Pools. Spellcasting is where it really shines, because you can stack on modifiers like Specialization, Mentor Spirit, Foci, etc.
I'm reasonably confident that modifiers refer to things in the "ranged combat modifiers table." Specializations are
bonus dice. Those are added directly to your pool, they are not modifiers. Modifiers are those things such as smartlinks and... precious little else, in ranged combat.
In any case, it doesn't matter. It's the difference between the specialization giving +1 to both pools or +2 to both pools. Splitting dice for gun bunnies still sux0rs
Abbandon
Feb 10 2008, 09:44 AM
Boosted agility 10 + pistols 5 /2 = 7 dice + 2 light pistols + 2 for mentor spirit = 11 dice for each hand??? That would be pretty good...and 17 dice for a single light pistol, 15 for her predator.
If you check out my character she has twin light pistols because they go on gunslides and some people didnt like heavy pistols going on gunslides, but she also has a predator 4 strapped to her back. Imagine a samurai with two small swords that he dual wields, and one long/giant sword strapped to his back. Thats like the same thing with her guns.
I dont plan for her to be a spell slinger, its just the only way i could get her to have invis which is a vital part of her mentor relationship. It doesnt even matter if its good enough to fool most people. As long as sometimes its like she disapears right before your eyes.
Its to bad they made that skin pigmentation power so stupid. A white guy can turn albino or very tan. It should have let the adept turn any color and fade into the background. Each point of the power grants +1 on infiltration tests. Then I probably would have went full adept. I just want some way to visually camoflague with a power like chameleon's do.
masterofm
Feb 10 2008, 10:12 AM
To be truthful I don't see your sheet character matching your description of the character.
"Background wise, She is a princess with a bad attitude from a asian, korean area of seattle, who uses her influence skills to get what she wants." Ok... someone with a bad attitude that has a charisma of 6 doesn't quite make sense to me. I mean if you look at it a stat of 2 is the average while a stat of 3 is professional (at least in dealing with humans.) If she is a brat with fairly high social skills I feel it would be hard to RP a princess with a bad attitude during lets say open negotiations with a Johnson. I mean maybe you have the concept, but I can't quite follow it myself. You are also going to try eventually play her as kind of a assassin/infiltration character I'm not quite seeing that either. There are a lot of individual concepts you have for your character, but I feel the problem is they are so spread out that you might have a hard time doing anything with your character.
I see conflict between the character and the back story is Athletics (3) and saying she can't take it out doors but at the same time can run, climb, swim, and do gymnastics like a pro.
Also bringing up your magic by one will cost you 18 karma and with all the other skills you want to pack in I just don't see the character being useful until much farther in the game as an assassin/infiltration/spell caster.... I don't know unless your GM hands you gobs of karma your starting character does not change all that much over time. It's generally always a good idea to have your character be really good at a few things and then become a jack of all trades kind of character later in the game.
I don't mean to be harsh or anything, and I do feel like you have a good character concept. But I feel the sheet does not match the drapes.
ixombie
Feb 10 2008, 03:37 PM
QUOTE (Abbandon @ Feb 10 2008, 04:44 AM)
Boosted agility 10 + pistols 5 /2 = 7 dice + 2 light pistols + 2 for mentor spirit = 11 dice for each hand??? That would be pretty good...and 17 dice for a single light pistol, 15 for her predator.
If you check out my character she has twin light pistols because they go on gunslides and some people didnt like heavy pistols going on gunslides, but she also has a predator 4 strapped to her back. Imagine a samurai with two small swords that he dual wields, and one long/giant sword strapped to his back. Thats like the same thing with her guns.
I dont plan for her to be a spell slinger, its just the only way i could get her to have invis which is a vital part of her mentor relationship. It doesnt even matter if its good enough to fool most people. As long as sometimes its like she disapears right before your eyes.
Its to bad they made that skin pigmentation power so stupid. A white guy can turn albino or very tan. It should have let the adept turn any color and fade into the background. Each point of the power grants +1 on infiltration tests. Then I probably would have went full adept. I just want some way to visually camoflague with a power like chameleon's do.
If you boost your agility to 10, you have 10 + 5(7) /2 = 7 + 2 mentor spirit = 9. Specialization doesn't give you 5(7) with an additional +2, the 7 is all you get from it. And keep in mind that you have the twinkiest custom mentor spirit I have ever seen or heard of. If you play with a GM who has a problem with heavy pistols on gun arm slides, which is 100% allowed by the rules, you'd better give up on having a custom mentor spirit that gives a mundane bonus to exactly the thing you want your character to specialize in.
And you don't need improved invis to act like a chameleon. Just buy a chameleon suit. Improved invis is not all that fantastic. If you cast it at a low level, everyone will resist it and see you. And even if you cast it well, you'll still be seen by astral perception and ultrasound/radar vision with no problem.
WeaverMount
Feb 10 2008, 10:39 PM
QUOTE
Its to bad they made that skin pigmentation power so stupid. A white guy can turn albino or very tan. It should have let the adept turn any color and fade into the background. Each point of the power grants +1 on infiltration tests. Then I probably would have went full adept. I just want some way to visually camoflague with a power like chameleon's do.
You know what power does exactly what you want it to for .25 point per rank? Improved Ability: Infiltration. I am of the custom fluff school of gaming. At my table, as long as you where only using your color change abilities for hiding, and not Video output, I'd let it fly. Maybe you don't have precise conscious control the the power you just focus on blending.
Running with the idea of getting the fantasy you want modeled in a way that doesn't make your character blow, I would HIGHLY encourage you to heed the dual wielding warnings and not game-mechanically halve your dice pool and double your penalties as your default move. I know how hard it is to hear good advice when it comes in the form of trashing your idea, but realize that you did get good ideas for to kick butt holding two guns. To me, if you get to see your character going that when you are imagining the game you have what you want.
Next up Social Dice. I Would encourage you to beef up your con and nothing else. She SHOULD be defaulting on etiquette, leadership, and Negotation. I kind of like the fact that she can fast talk her way out of paying for dinner whenever she wants, but a trained negotiator would take her to the cleaners. I see a lot of good RP coming from here thinking resenting getting smacked down Con doesn't work.
masterofm
Feb 10 2008, 11:33 PM
Agreed. There is a good character concept there, but it seems like there are a few skills and things that don't quite fit, or will be useless for quite a long time (well mainly depending on the karma the GM gives him/her.)
A character who is decent at everything is good at nothing, but a character who can't yet do half the things in their character concept might just want to tweak it a bit more.
Also agreed on the Con so if you took it at four and dropped the rest it would free up 14 bp and if you drop your charisma down by one also gives 10 more bp so all you would need to do is squeeze out 1 more bp and there you go you last point of magic (yay!) I think this would help flesh out your character just a little bit more since you can then actually use spell casting.
Also there is a chameleon suit which maybe if she is obsessed with chameleon's maybe she just never takes it off? I mean the thing does change color and makes it harder for people to spot you. Also after that you can just aim to get some sustaining focuses to help with your invisibility for more chameleon invisible power.
Cthulhudreams
Feb 10 2008, 11:51 PM
Why do you have 3 athetics and dodge 5 pistols 5? If you plan on playing the character for longer than 3 minutes, dodge 4/pistols 6 is a superior configuration because its cheaper to advance 4-> 6 than 2 x 5 -> 6
But this brings me neatly onto my next point. As you don't plan on rigging, gymnastics dodge is an good substitute for dodge, and is easy to advance with adept powers.
So I'm suggesting
-5 dodge
+1 pistols
+1 athletics group
+1 Unarmed combat
+2 unspent BP
Would give you +1 dice when shooting, -1 dice when dodging, but give you +1 dice when flipping out, gives you the ability to punch people, and frees up 2bp.
Specalisation is a dice pool modified and is added after the split. So this gives you 16 dice pre split +2 per pool post split.
To be honest, I'd ditch the mentor and just ask the DM nicely with sugar on top if you can get laser sights or smartgun links to work with dual wielding. As dual wielding with 'even' dice pool splits is basically the suck, that probably won't be a problem and will get you were the mentor was going to get you anyway, and then you can take both being a mystic adept abd the mentor outside and set it on fire.
If the level of bastardry from the DM blocks the lasersights thing (the bastich! dual wielding with laser sights is a classic action movie trope) it doesn't actually say you have to split the pools evenly.
So you can probably go hammerli firing first 3 dice + 2 spec predator firing second 13 dice + 2. The hammerli will cause defense pool penalties, and you never know, it might actually hit something.
Fuchs
Feb 10 2008, 11:59 PM
What about using dermal sheathing with ruthenium polymer covering?
Fortune
Feb 11 2008, 12:51 AM
QUOTE (Fuchs @ Feb 11 2008, 10:59 AM)
What about using dermal sheathing with ruthenium polymer covering?
Because then he'd have to sneak around on runs naked.
Ryu
Feb 11 2008, 01:32 AM
It has its place in social infiltration. You can change skin colour and tatoos on a whim.
Fuchs
Feb 11 2008, 01:35 AM
QUOTE (Fortune @ Feb 11 2008, 01:51 AM)
Because then he'd have to sneak around on runs naked.
An infiltration suit for runs, and the ruthenium dermal sheath for the "talk to your mentor spirit" quests? Could even become an obsession for the character - all the clothes can change colors, maybe the furniture too...
Rasumichin
Feb 11 2008, 01:43 AM
QUOTE (Fuchs @ Feb 11 2008, 12:59 AM)
What about using dermal sheathing with ruthenium polymer covering?
The full-body stuff is not available at chargen.
In fact, with the chameleon option, only lvl. 1 would be and that only covers the upper torso.
Can't beat the good ol' chameleon suit, anyway.
I always thought about that type of dermal sheathing as a rather cosmetic mod.
BTW, does the character have to be awakened?
The whole princess concept would work out perfectly with a biosam, too.
Raven Bloodeyes
Feb 11 2008, 06:48 AM
If you do keep the Mentor, you might just do +2 to Infiltration Tests and +2 to Illusionism spells...... to fit the flavor also....
Another thought might be to try out the Trickster mentor as well.... I had a (very different) magician/ninja build focused on Illusion and Con with that....
As for dual-guns, you need a lot of dice to pull it off well, which can become prohibitive quick...
I actually would suggest some Bioware though, what you can gain for 1-2 Essence can really be worth using up the Magic point (but it's a BP sink so be careful)...
Muscle Toner for more Agility, Cybereyes tricked out to minimize vision mods and have Smartlink built in, some tailored pheromones could help the social stuff also..., BUT, the kicker is the Synaptic Boosters, you can get those extra 2 IPs for 1 Ess instead of 3, yes it's pricey, but then you still have 4 Magic left over (5-1), so you could spare 1-2 on casting and get to use that Invisibility (but make sure you have 5-8-ish dice, 2 Magic, 2 skill, +2 illusion bonus from Mentor, maybe even specialize in Illusions for another +2...).... you could also throw in a Reflex Recorder for pistols while you're at it... I've used this basic idea with a sniper/adept build that I really liked...
Don't give up, just be prepared to be flexible... two guns also come in handy in terms of ammo, even if you don't split the pool.... and when in the open vs. a go-gang, maybe your big pool can split nicely and have some fun...who knows....
Abbandon
Feb 11 2008, 12:48 PM
-The mentor spirit was the genesis for this character. It came to me one night before bed. There is no way I would get rid of it.
-I dont see how being athletic has anything to do with survival or survival skills. Being able to climb walls like a pro doesnt mean you can forage for food, build shelters, or trap animals. Neither does swimming, jumping, or even the attribute strength.
I have made changes though. Ok i dropped the influence group, and took con(spec seduction) and etiquette which gave me back 14BP. I dropped athletics down to 1, not because of the survival comment but just because its not that useful(yet). Thats 20BP. I used 25bp to get my last point of magic which I used for another 1PP....just kidding. I gave it to spellslinging. That left me with 9BP. I then retook spellcasting, and spec'ed illusions for 6BP.. This left me with 5 BP.. I relearned improved invis and now I have 0BP left again.
I can cast magic but I suck and cant resist the drain but it counts heh.
I reworked her social just because I liked what you guys said about her being a princess and not really being a lawyer or leader. And I took a little etiquette so she can try to fit in to most circumstances...until things dont go her way heh/has to pull her guns out.
The camo suits are cool but I wanted her invis to be a power from within, an ability her mentor grants to her.
@weavermount thanx improved ability infil was a great idea but I kinda wanted the cloaking powers before infil gets raised. She will definately be getting that eventually.
Ok I think you guys have cut up my chick enough. Her social and athletic skills took a dive just so she could be more "legal" or "fitting". There isnt anything else she can sacrifice to change something else.
Ryu
Feb 11 2008, 01:05 PM
However one builds, the adept power is clearly the worst way of getting additional IPs. Sinking 3 PP into anything should make you Da Bomb, not "Yeah, 3 IPs. Me too.".
As you have two pistols and consider high reflexes unfitting for chameleons anyway, why not leave it be? A synaptic booster 1 + Muscle Augmentation 2 (+some leftover money) cost 20 BP (30 if factoring in the lost magic point). You have up to four attacks per IP, with more dice. If you buy magic 5(effective 4), you have 5BP left (from not buying magic 6). So you could put a first magic point into magic power. As overall magic is only 4 now, 33 karma get you a magic power of 3. Thats less than half the cost, compared to your build right now.
Or you could play the adept side, based on infiltration, perception and situational awareness. Seeing that your original concept of casting stealth spells on top of all else will need 100+ karma to slowly start working, mostly due to 72 karma needed for magic 9.
Abbandon
Feb 11 2008, 01:58 PM
No, your forgetting about agility boost. Your lowering the dice pool to her main skill.
If i used synaptic boosters 2 it would look like this:
Magic 1/5 4/5 (+30bp) (2mp/2pp) (freeing up 35BP)
Agility Boost power: Magic 4 + Agility boost 3 = 7 dice average hits 1-2
Pistol dice pool: Agility 5 + 1-2 AB + Light Pistols (7) = 13/14 dice split up would be 6/7 +2 mentor = 8/9 dice per pool.
Synap booster 2 = 32 BP which leaves me with 3 whole whopping BP to spend on what??? another spell?? 13 BP if i only boost magic up to 3 and then thats lowering my AB power more. 13 BP would give me spellcasting 4 and con 3. That would be 8 dice for casting F1-2 invis spells(magic 1 + spellcasting 4(illusion +2) + mentor 1 = 8).
hmmmmmmm
Current:
Agility Boost: Magic 6 + AB 3 = 9 dice average 2 easy
Pistols pool: Agility 5 +2 + Light pistols (7) = 14 dice or more = 7 dice per pool +2 mentor = 9 dice per pool at minimum.
Invis spell: Magic 1 + spellcasting 1(illusion +2) + mentor 1= 5 dice...
Resist improved invis with body tests since its physical right? hmmmm....
Ok now which would serve her better immedeately? Taking people down quickly or being sneaking around? Id rather be able to shoot my way out of trouble, like you guys said invis people can stil be heard and seen so thats not a great skill to fall back on. Im sticking....
*edit. Im reversing my philosophy on quickness and chameleon dont mix. They may move slow, to sneak up on things and not be seen by predators, but they attack FAST. When they shoot their tongues out they have to use high speed camera's. Therefor...high reaction, IP in battle = ok hehehe. But it still goes against her personality and totem to have to run.
Ryu
Feb 11 2008, 02:37 PM
I remove 1 average hit from agility boost, but I increased agility by 2. Thats not less.
I´d buy synaptic 1, as eight possible attacks per round seems sufficient. Use heavy pistols if you consider that "too little". It will do more and costs maybe 1%.
If you face strong opponents, twelve LP shots will still do nothing, considering you look at 2-3 hits on average. If you are content with decreasing the reaction pool of your enemies, fine. Else, not so.
masterofm
Feb 11 2008, 07:59 PM
Well if you did actually drop the adept IP thing you could then cast force four magic spells. You can always bump your IP's to four with a sustaining spell and then after that you can get your hands on a force four sustaining spell focus then just always have four IP's at the cost of some
and 8 karma (well worth it.) Having a magic of four will take you farther overall then the 30 bps you have attached to just giving you 3 IP's. With doing things like having a spirit put a force four invisibility, and can also boost your movement (as well as being a wingman that can actually help you out.) Also you can drug yourself out and give yourself 2 IP's for the very beginning of the game.
Think about it because it's not a bad idea and it will allow your to rock more later in the game.