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Marwynn
No, not that kind of 'au natural'.

Concept: Melee mage with an Elemental Aura (Blast). Did extra damage through Blast. Special sword swing with Death Touch, since it's just a touch attack it's okay with my GM if I slap someone with the katana (no reach mod for it though).

[ Spoiler ]



A lot of it is still up in the air at the moment. With 3 Powers being used and only Magic 5 I'm left with a rather below average mage. And two of those powers I'm not too sure about. I wanted to give him an 'always on' combat sense and some protection, but with his swinging his sword about I need him to be able to live to close too.

Traceless Walk I like. The original plan was to devote just 1 point to the Powers for it. It'd let me sneak up on people, with a Chameleon Suit on, and slice and dice. (It does allow you to actually RUN right? Seeing as how you could combine it with Wall Running.)

I could go for more dice with Improved Combat Skill. I could go for Improved Skills and work on Infiltration a bit more, or maybe swap Dodge for Gymnastics and get more dice there. But I wanted him to be able to dodge if someone ran up and started swinging away and he had a gun out.

Any suggestions?

NOTE: I'd like to stay away from 'wares. I know that with Synaptic Booster 1 and Muscle Toner 2 he'd become even nastier. His background won't really allow for much in the way of bio/cyber ware. And, with a sustaining focus I could pretty much do the same thing.

Later on I might be able to add more dice by getting a Weapon Focus. For now, I'm happy with a dozen.
Ravor
Well my first question would be, how set are you on being a Mystic Adept as opposed to a straight Mage? Secondly did your DM actually sign off on "Clubbing" as an addiction? (If Coffee and Cancer Sticks don't count, I doubt clubbing should either, but it's not my game.)

You have alot of specializations, and from a straight number crunching perspective it's better to buy them with Karma as opposed to to BP.

Summoning (Other Spirits)? eek.gif
Marwynn
Whoops, those'd be Guardian Spirits. Forgot to change 'em.

"Clubbing" is the whole scene. BTLs, drugs, alcohol, and dancing, and he signed off on it when I still had Gymnastics instead of Dodge. I may have to change it.

I think I can get away with removing a few of the specializations.


As for being a Mystic Adept... not very. But Traceless Walk just sounds so yummy. Originally this guy was just a Mage that could swing a mean sword.

Ol' Scratch
Yeah, for the choices you made I don't see a very compelling reason to keep him as a Mystic Adept except in the case that it was the entire concept for your character. Which it doesn't seem to be story-wise. You'd be much better off just going as a full Magician. (Oh, and Levitate = Traceless Step whenever you need it to.) I mean, you really don't have any of the unique combat abilities available to an Adept. Even Combat Sense can be duplicated through other means.

So, yeah. I'd turn him into a Magician and just focus on his melee abilities through Weapon Foci and Skills. Considering how "meh" melee combat is in this system, you either have to go all out with it or settle for being mediocre to useless at best when it comes to melee.
Marwynn
Originally I wanted a fist-fighter. But I had to sink so many power points just to get it Unarmed to be acceptable.

I suppose you're right about Levitate. But I wonder if it'll be the same to run up behind someone quietly and unseen, seeing as how I'm already planning on running Blast Aura or Improved Reflexes sustained while doing so (without a focus).

Marwynn
I guess it's just a need in me to get in there and start swinging away. My first character was just a street sam (which this was supposed to be an update on him, kinda) and I poured 40 points into the Close Combat skill group and put 20 in Firearms. And I ended up using Firearms more often than not.

This mage's concept really was to deliver spells at melee range. Touch spells that is. Death Touch with a sword essentially. But I also wanted him to have an elemental aura. And I didn't want him to be a ninny in gunfights either.

And of course, to not be completely one-dimensional so he'd have some Influence and sneaking about skills.

I think I can let go of the Mystic Adept path. The +2 on ranged defense can be replicated, and well Mystic Armour's okay. I suppose I can also handle Traceless Walk with a combined summon to Conceal myself and with other spells. I had wanted Traceless Walk in the hopes that I would not set off magical sentries in the area; but I saw the flaw in that little plan--anything that could spot the spell would surely be looking in Astral Space where he'd be quite visible in a no-go zone.

Hell, I might even go back to Unarmed if I go with a Magician. Just to give the whole "I'm unarmed and therefore helpless" shtick some shock value. But he'd hit like a wimp for 2S base even with Strength 4. So I guess it's Blades to be of some moderate use.

It might even make the Face side work a bit better too, with a slightly more conjuring-focused magician. Conceal the party, attack this and watch out for that, etc.



Question: Does a Chameleon Suit's negative to Perception stack with Concealment? Or for that matter Physical Camouflage/any other negative perception modifiers?



EDIT: And of course, there is the Stealth spell... duh? Can't believe I missed something that obvious. Ha well.
Whipstitch
Low strength unarmed isn't as bad as you'd think, actually, if you have a shock glove. You'll only deal stun damage, but frankly, a lot of characters have a hard time dealing physical in melee without resorting to a monowhip anyway. Another plus with shock gloves is that even if your opponent has non-conductive armor they still have to try and resist the knockdown effect and cope with the disorientation penalty. You could also try the Monofilament whip paired with a weapon focus, which is quite potent in a pinch. Still, I can't wholeheartedly support going with melee on a mage. I only do that myself if I'm taking gymnastics instead of dodge and want to have as many bases covered on defense as possible. Even if you invest in the agility and skill to abuse touch range spells, shock gloves or a monowhip, you still end up having to be rather careful in melee. A dwarf, troll or ork wrestler can use the subdual rules and their high strength score to locks on weaker characters rather easily, and mages often opt to use strength as a bit of a dump stat.
Dancer
QUOTE (Marwynn)
Hell, I might even go back to Unarmed if I go with a Magician. Just to give the whole "I'm unarmed and therefore helpless" shtick some shock value. But he'd hit like a wimp for 2S base even with Strength 4. So I guess it's Blades to be of some moderate use.

That's why the 'punch' is just the gesture geas for your Stunbolt spell.

"Did that weedy old guy just punch out a troll?"
Ol' Scratch
Sadly, you can't take geasa for individual spells. I, personally, allow them in place of a fetish limitation (with fetishes being rolled into the Talisman rules)... but that's a house rule. But it's one that allows for a lot more color and customization for magicians, which is something I strive to see. Was hoping they'd change that in SR4, but alas... smile.gif
Ol' Scratch
QUOTE (Marwynn)
Question: Does a Chameleon Suit's negative to Perception stack with Concealment? Or for that matter Physical Camouflage/any other negative perception modifiers?

Practically everything that gives a bonus stacks in SR4 unless they specifically state otherwise. Armor is a pristine example of this.

Though, oddly, they seemed to have taken the exact opposite stance with it in relation to the Reaction attribute -- and only the Reaction attribute. Body, Agility, Strength? Bonuses to them stack just fine, but Reaction gets a limitation for some bizarre reason. If you go by the FAQ at least; the rules as written say otherwise.
Ravor
Well personally if a Mage takes the "Gesture Geas" in my campaigns, the gestures can be whatever the Mage wants given that it is a self imposed limitation, so "punching" can be the Geas for Stunbolt, and the "Jedi hand Wave" the gesture for the various mind raping spells.
Glyph
If you are using touch-based spells, then your Strength shouldn't be that important. In fact, you are better off trying for a touch rather than a punch. One, it gives you the +2 touch-only attack bonus (pg. 148), and two, it lets you use the rules for grazing hits (pg. 139), if your GM uses those.

The downside to touch spells is that you have to make two successful attacks (one melee and one spellcasting) to affect someone once. The upside is that the low Drain on touch spells lets you overcast them without too much risk (casting a Force: 9 Stun Touch spell, you only need to soak one point of physical Drain).
Marwynn
I don't suppose I could use a Shock Glove on top of a touch-based spell eh? Hehe. In any case I'd probably be sustaining an Elemental Aura (Blast) spell to at least give those wrestlers some pause.

"Quick! Grab that odd looking mage that's surrounded by the violently shuddering haze!"

It'll be melee combat so the spell should still deal its damage in force. And it'll have a knockdown effect too... it may just work out.

Though I don't know about taking a Geas for it. I've been restrained enough times by this GM in other games that I'd probably need to have 3-4 in Escape Artist to cast a spell.

Touch-based works for me. Gives me the option to cast a Stunball at range too.

I can get away with two successful attacks; with a Magic 4-5 / Spellcasting 4(6) or plain old 6 and Unarmed 6(8) in Martial Arts I think I'll make do. (Maybe Martial Artist spec might not be the best idea?)

Wait, by the Touch "attack" wording it also counts as melee combat right? Does that mean the Elemental Aura spell would also deal its net hits as damage?
Marwynn
I think I like this non-adept better.

Background Concept:

[ Spoiler ]


Character Sheet:

[ Spoiler ]



Okay so the backstory is a bit melodramatic and probably inaccurate as far as magical powers are for someone who has yet to fully understand his potential.

Essentially: He's a streetwise kid, compensating with magic for what other gangers do, air of desperation, fear of abandonment, ruthless practicality later on. He manifests magic out of personal capability and will rather than study even if he was home-schooled to control some of his talent. His force of personality manifests itself in his magic; the spells are almost alive--the furious Blast Aura to the coldblooded and direct Death Touch.

Custom tradition is probably in order. Though perhaps not personalized exactly to him. I envision it as the "Street Tradition", one that tries to address a discarded human's needs. Manipulation and Illusion are necessities alongside combat and survival.
Buster
For some extra boost, you might want to look into being a possession tradition mystic adept. Summoning a spirit and having him possess you gives you +Force to all your physical stats (up to your usual augmented max) which would be sweet for a swordsman adept. You'll need to Initiate and take Channeling after your first run though to make it really work (without Channeling you can't use your skills or your adept abilities while possessed). I also think the "special effects" of being possessed by a powerful spirit is really cool, with the glowing eyes and "There is no Dana, only ZUUUUL!" biggrin.gif
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