QUOTE (mmmkay @ Aug 18 2011, 07:44 PM)
I really liked the idea of building high power level, but simple/not reliant on non-missions viable or unclear rules, characters. I was going to ask you to attempt to build a more combat viable adept than the negotiator, but the negotiator is pretty much not cheaply improvable in combat (could go up to 12 agi in the right arm but would require restricted gear, which sucks for something that can be cheaply bought later). At the very least I can say that I have not been able to come up with a very good combat adept and was wondering if you could think of one. Basically I like adepts and a decent combat focused one or a decently sneaky one that can bypass security (I'd probably try to use Mind-over-Matter) and all that seems good. Anyways more adepts would be nice, since they are very tough to make at a high power level.
Also a couple questions. All but one of the excluded options makes sense to me. Why is Iron Will an excluded option? Also somewhere you were posting the powers/spells/gear that you were ignoring because they had unclear meanings, but other than listing heightened concentration you did not mention other unclear powers/spells/gears. What are some other ones you aren't using?
Adepts: I'll see about another adept or two.
Iron Will is kind of unclear on how it works and super broken. I'll see if I can explain. EDIT: It just occured to me that you might have thought I meant the Adept power "Iron Will." I mean the exosuit from Attitude.
Okay, so it is an exoskeleton that you put on. You treat it like a vehicle... for upgrades. But what about for everything else? It says it fixes your strength at 8, and reduces your agility by 1, which implies that you should move around in it normally - so, like, you can pick up a pistol, and shoot it with Agility+Pistols (rather than something wacky like Agility+Gunnery). What if you mod it to allow rigging (which you can do, because you treat it like a vehicle for upgrades). Can you remote control rig it? Can you jump into it? If you RC rig it, can you shoot people with Command+Pistols? Command+Gunnery? As you can see, it raises a whole mess of rules questions.
Let's assume we go with what I am 90% sure is RAI - you get into it, you work normally except Strength = 8, Agility goes down by 1, the rolls you make for stuff don't change, and you just don't or are not allowed to jump into it or command rig it. Now we get to the broken part - it has 6 body and 4 armor. But you can upgrade it like a vehicle, meaning you can get it up to 12 armor, or 10 if you want it concealed. And you can wear other, normal armor, because it isn't armor and doesn't encumber. Now you can run around in it, with a mere -1 Agility penalty in return for being in an armored vehicle, which makes you quite hard to hurt. And you might well be a mage who doesn't care much about that -1 agility, and is getting a hefty chunk of armor out of this. For the price of about 4000Y. On what should be an antiquated curiosity, not a superb warmachine. Then you mod it with Personal Armor 10, which adds another
10 armor to any attacks directed at you. Oh, and with Body 6, you can put weapon mounts on it.
Needless to say, this is stupid and no GM in their right mind is going to let it fly; if you show up at a missions table with it, I'd expect an orbital cow to be dropped on your character. It's in many ways better than MilSpec armor at the job MilSpec armor is supposed to do (of course, you can ALSO wear milspec armor under it....), it's cheap and 95% of characters would benefit from using it, and the rules are a colossal mess of inclarity.
A few other examples of stuff that I didn't use because it is unclear:
1) the Swap echo. I have no clue how this works. I don't know what it is supposed to do, I don't know what it says it does, and I sure don't know how Catalyst managed to errata it from something that I couldn't make heads or tails of to something that I STILL can't make heads or tails of.
2) If you have a cyberhand, and you hold a one-handed weapon in it and fire it, do you use the hand's agility score? What if it's a forearm? (If it is a full arm, the answer is explicitly yes).
3) Can you Biowire the skillsofts of a Tutor Sprite?
4) What exactly is "armor clothing" in the context of the "Armor" mod in Attitude? Does it include stuff like the armored clothing sets in Arsenal?
5) What counts as "unarmed combat" for Critical Strike? Does it mean "unarmed" as in without weapons, or "Unarmed Combat" as in the skill? Same for Killing Hands and Elemental Strike.
There's probably a bunch more I've forgotten. But that should give you an idea of the sort of stuff I mean. I'm sure some of these seem like they have an "obvious" answer but I've seen arguments about all of them.