Leviathan
Feb 8 2005, 10:48 AM
Ok, I'm trying to make an Adept that can sneak into places, kill quickly and silently if need be, and get back out with recon. Need a bit of help
So far I have:
Orc Adept
Stats:
(Including an Improved Quickness (3) and Improved Reflexes (1) )
Strength: 7
Quickness: 9
Body: 8
Charisma: 2
Intelligence: 5
Willpower: 6
Magic: 6
Essence: 6
Reaction: 7 (9)
Initiative: 1 (2)
Skills:
Althetics - 6
Security Devices (Detection Measures) - 4 (6)
Security Systems - 5
Edged Weapons - 6
Pistols - 6
English - 4
Japanese - 2
Corporate Security - 5
Corporate Procedures - 5
Leadership Tactics - 5
Stealth (Sneaking) - 5 (7)
Lock Picking - 6
(I still have 4 points left to spend, and both the pistols and edged weapons will be turned into Specialities)
Adept Powers:
Motion Sense
Improved Physical Attribute (Quickness) - 3
Killing Hands (Medium)
Traceless Walk
Improved Sense - Thermo Vision
Improved Sense - Enhanced Hearing
Improved Reflexes (1)
Any thoughts or ideas? Really need equipment ideas too, thermal dampening armour/clothing will be one...
Grinder
Feb 8 2005, 11:32 AM
Maybe spend the four remaining skill points on some heavy ranged weapon like assault rifles. For the rare occassions when the shit really hits you and there's no longer a need to remain silent.
Crusher Bob
Feb 8 2005, 11:58 AM
I'm not sure which skills are active and which are knowledge. The cannon skills for breaking and entering are:
Electronics (Security Systems or Maglocks)
Electronics B/R
and rarely
Lockpicking (much better to get a device for this one, as it's cheap)
Killing hands with no unarmed skill?
Also, the cost on your adepts powers looks off
KH (S) 2
IR 1 2
TW .5
2 imp senses .5
Motion Sense .5
already comes out to 5.5 points...
Personally I'd go for:
Improved senses:
Flare Comp, Microscopic vision, enhanced hearing, spatial recognizer, select sound filter, hearing damper
Motion Sense
Traceless Walk
Magic Sense
Imp stealth 4
Imp Reflexes 1
When trying to nreak-in sensing the guards before they sense you is quite important. The micro vision gives you a -2 TN when working on electronics...
Magic sense will give you a heads up about wards and detection spells (hopefully) before you blunder into them. Adding to stealth is also always good for getting around.
Spending 2 skill points for throwing weapons (grenades) 1/3 is usually a pretty good choice if you have points left over flash, smoke, etc grenades are easy to carry and work great for getting you out of trouble.
For gear:
The autopicks I mentioned above, electronics toolkit, maglock passkey, some 'scent killer', a variety of chemical distractants ('eau de dog in heat' works great on places that have guard dogs)...
Leviathan
Feb 8 2005, 12:09 PM
Oops, typo, Killing Hands was actually M
Improved sense - Thermo is only .25
Oops on the killing hands with no unarmed, I'll get rid of the bladed weapons, really need to fix my skills then, and tweak my powers a bit
Grinder
Feb 8 2005, 12:16 PM
QUOTE (Crusher Bob) |
Electronics (Security Systems or Maglocks) Electronics B/R |
Or ask you GM is these two skills can be combined to one. It's a house rules my gaming groups use.
And saves worthy skill points
Ed Simons
Feb 8 2005, 03:58 PM
My group also combines the skills.
It just didn't make any sense that you needed one skill to get the maglock casing open and a second skill to tamper with the circuits.
James McMurray
Feb 8 2005, 04:12 PM
I would ditch killing hands in favor of a bladed weapon or just knocking them out with unarmed and stabbing them afterward. I've just never found killing hands to be a big deal. That would also free up some points to use on improved stealth.
Grinder
Feb 8 2005, 09:05 PM
U can use Killing Hands in combat vs. spirits iirc. Had been quite a while since i played my ki-ad the last time.
Smiley
Feb 8 2005, 09:11 PM
We use Electronics B/R and further specialize in Security Systems. Might work for you.
Grinder
Feb 8 2005, 09:31 PM
Yep, we do so too.
James McMurray
Feb 8 2005, 09:37 PM
QUOTE (Grinder) |
U can use Killing Hands in combat vs. spirits iirc. Had been quite a while since i played my ki-ad the last time. |
Yes you can. Or you can have the team's bruiser and mage fight them. If your group frequently fights hordes of spirits or doesn't have a guy whose primary goal in life is to beat someone up, you should get Killing Hands L (or M if you really want it), otherwise I wouldn't worry about it, and instead pick it up if you need to when you first initiate or get 20 karma.
Grinder
Feb 8 2005, 10:30 PM
L is usually ok, as you can raise the damage with net successes. And 0.5 aren't too much for it i think.
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