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Ravennus
Hoi, Chummers! cyber.gif

I just thought I would start a discussion on how best to convert the various adept powers that have yet to make an appearance in SR4.

Personally, I think it would be great if we could just get a straight list from Fanpro with all the powers that didn't make it into the SR4 main book from SR3. On that list, they could just put whether the old adept power still applies in SR4 and its new PP cost. Also, most of the mechanics should be easy enough to convert. Heck, there are a number of powers that don't really have crunchy 'mechanics' per say, but just add an ability or flavour (like the one that let's you walk silently without leaving and tracks, even on rice paper or snow).

Then again, maybe that's a pipe dream...at least, until they actually come out with the official conversion rules.

So, why don't we make a list of our favourite missing adept powers and see how easily (or not) they would fit into SR4?

I'll begin with a couple...

Delay Damage (1 or 2 pp in SR3)
This one shouldn't be too hard. It's mostly a flavour, and allows you to delay the dmg of a successful unarmed attack. I think there were some minor mechanics for how long you could delay it, but unfortunately I don't have my copy of MitS here atm. Those should stay the same easily enough. Also, the only difference between the first and second level are whether it's perceived as a normal unarmed attack (that doesn't appear to do dmg right away) or whether the attack can be delivered with just a simple touch. The only question is that in context of SR4, is this power worth the same cost, or more/less?
My Opinion: I think this is one power that would convert pretty much exactly the same to SR4. The ability is still relevant, and the mechanics are simple. I even think the cost is still fair. Other than that, I'm wondering how you would resist Delay Dmg 2? I assume the attack wouldn't be opposed if it wasn't percieved as such (like shaking hands). Only body and possibly armor could be used to resist the damage...though you could always use a called shot to touch an exposed portion of skin. Heck, you wouldn't even need to do a called shot if someone offered their bare hand to shake.

Distance Strike (2 pp in SR3)
Again, this one is pretty simple. It lets you project your unarmed attack as far as your magic in meters, otherwise it works just like a normal attack. In fact, this power becomes even more interesting because of the Magic attribute in SR4 being bought up like any other atty.
My Opinion: Just like Delay Dmg, Distance Strike is pretty straightforward. My only possible change would be to lower the cost some, just because every adept isn't guaranteed a 6 magic out of chargen, and a lower magic rating limits the usefulness of the power. Perhaps 1.5 pp? Still, 2pp isn't that unfair.


Those are just two. I'm sure all you fine folks can think of more! biggrin.gif

-Ravennus

P.S.- Hmmmm. Combining Delay Damage 2 and Distance Strike....ouch, now that would be nasty.
Brazila
Need to update wall running, IMO the coolest physad power ever. Great...no, but uber ninja like...totally!
Fortune
I'd be extremely happy if Distance Strike never saw the light of day as a Power in SR4!
Supercilious
QUOTE (Fortune)
I'd be extremely happy if Distance Strike never saw the light of day as a Power in SR4!

Too bad no one wants you to be happy...

I bet the power gets a boost.
Fortune
QUOTE (Supercilious)
Too bad no one wants you to be happy...

Story of my life. nyahnyah.gif
Superbum
QUOTE (Fortune)
Story of my life. nyahnyah.gif

I feel you there, chummer.
Siege
Traceless Step - +4 bonus dice on Infiltration.

Wheeeeee...

-Siege
Kyoto Kid
QUOTE (Brazila)
Need to update wall running, IMO the coolest physad power ever.  Great...no, but uber ninja like...totally!

I echo that. Just like Trinity baby except with the katana out ready to slice & dice.
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