If there is a slot available I would like to put my hat in the ring. Here are some initial character concepts am willing to play any of them depending on what the team needs and what best fits the of story.
I also cannot stress enough that you should create the character (or select the pre-gen) that YOU want to play. Don't ask me what I'm looking for, or what I think you should create, or what I think may make your odds better. I'm not the one playing the character - you are. So create what you want to play.
I'll throw together a mage and post it here tomorrow or Tuesday. For mystic adepts, are you going with the 2 Karma per PP from the book, or do you want to go with the 5 Karma suggested by Bull for a future errata?
What about Street level / Prime runner? Allowed when backed by the story (done here in Urban Brawl PbP... :) )?
Chargen in 5ed has two alternatives: Street level and Prime runner. Im going to rebuild character Im using for Urban Brawl PbP - Zach. I was thinkig about the possibility to have prime runner starting karma buffer, so I can reflect his karma developement (cca 50 karma gained). It was just andidea, Im going to rebuild it with respect to new rules so not everything would be the same on the character and I have some experiences with him so I can avoid some glitches I noticed when playing him.
Chargen in 5ed has two alternatives: Street level and Prime runner. Im going to rebuild character Im using for Urban Brawl PbP - Zach. I was thinkig about the possibility to have prime runner starting karma buffer, so I can reflect his karma developement (cca 50 karma gained). It was just andidea, Im going to rebuild it with respect to new rules so not everything would be the same on the character and I have some experiences with him so I can avoid some glitches I noticed when playing him.
EDIT: After reviewing the question further, I went to the book to check on Street Level vs. Prime Runner, and to see the alternatives for character creation. After reviewing them, I am going to state that this will be standard build only. No Street Level or Prime Runner options. The basic build assumes a bit of experience on the street, but not to the extent that you know what you are doing in all situations.
The primary thing here is that I don't want to handcuff players with a new system right off the bat, and I don't have enough experience with 5E yet to start making adjustments to character generation without having a really good reason to do so first. So we're going to use the standard build rules, and not any of the alternatives.
The fixer isn't the important one. The arms dealer...that's pretty significant. And individual. Can you add the detail to the character for that one please?Edited my original post with info on the arms dealer
The fixer...I agree with you whole-heartedly. We'll work on that one once the team comes together.
Wait a minute, I just looked over the skill point rules again. Priority C gives me 28 skill points and 2 skill group points- do the skill group points come out of the 28, or are they in addition to it? I thought they came out of the skill points, but I just looked at it again and now I'm not sure.
A | Skills (46/10) |
B | Attributes (20) |
C | Resources (140.000 nujen) |
D | Race (human, 3) |
E | Magic/Resonance (none) |
Starting | 25 |
Qualities | +7 |
Body 2 -> 3 | -15 |
Logic 1 -> 2 | -10 |
Resources (14.000 nujen) | -7 |
Remaining | 0 |
Body | Agility | Reaction | Strength |
3 | 5 | 5 | 1 |
Charisma | Intuition | Logic | Willpower |
6 | 5 | 2 | 3 |
Edge | Magic/Resonance | Essence | Initiative |
5 | - | 5,2 | 10+1d6 |
Physical limit | Mental limit | Social limit | Astral limit |
4 | 4(6) | 7(9) | - |
Physical boxes | Stun boxes | Overflow | Reputation |
10 | 10 | 3 | - |
Influence Skill Group | 6 |
Stealth Skill Group | 4 |
Con | 6 |
Impersonation | 6 |
Intimidation | 2 |
Gymnastics | 4 |
Longarms | 4 |
Pistols | 6 |
Perception | 6 |
Hardware | 3 |
Locksmithing | 6 |
Pilot Ground Craft (specialization: bikes) | 2(+2) |
Seattle Street Gangs | 2 |
Organized Crime | 2 |
Drugs | 3 |
Bars and Clubs | 2 |
English | N |
Japanese | N |
Spanish | 3 |
Cyberware | Essence | Cost | Notes |
Datajack | 0,1 | 1.000¥ | Provides DNI |
Sleep Regulator | 0,1 | 6.000¥ | 3 hours of sleep nightly, can stay awake longer. |
Tailored pheromones R2 | 0,4 | 62.000¥ | +2 Social limit, +2 dice to Acting and Influence tests in person. |
Mnemonic enhancer R2 | 0,2 | 18.000¥ | +2 Mental limit, +2 dice to Knowledge, Language, Memory |
Defiance EX Shocker | (600¥) | - | smartlink, 20 taser darts |
Fichetti Tiffany Needler | (2.155¥) | - | smartlink, 20 flechette ammo, 5 clips |
Ruger Super Warhawk | (1.165¥) | - | smartlink, 120 regular ammo, 5 speed-loaders |
Defiance T-250 | (2.140¥) | - | smartlink, scope, gas-vent 3 system, shock-pad, 20 flechette ammo, 20 stick-n-shock ammo |
Hidden arm-slide | (350¥) | - | right arm, usually with Tiffany |
2 Quick-draw holsters | (350¥) | - | |
Concealable holster | (150¥) | - |
Actioneer's Business Clothes | (4.250¥) | - | armor: 9, electrochromic modification, non-conductivity R6, fire resistance R3 |
Armor Jacket | (4.000¥) | - | armor: 12, non-conductivity R6, fire resistance R3, chemical resistance R3 |
Transys Avalon | (5.475¥) | - | cold sim module, AR gloves, biometric reader, 5 datachips |
Tags | (110¥) | - | 20 security, 20 stealth, 20 sensor |
2 micro-transcievers | (200¥) | - | |
2 tag erasers | (900¥) | - | |
White noise generator R6 | (300¥) | - | |
8 shopsofts | (1.200¥) | - | firearms, armor, drugs, clothes, electronics, vehicles, medical supplies, magical equipment |
Fake SIN R4 | (10.000¥) | - | |
3 fake licences | (2.400¥) | - | firearms, drugs, electronics |
Contact lenses R3 | (1.375¥) | - | image link, low-light vision, flare compensation |
Glasses R3 | (4.050¥) | - | smartlink, vision magnification, vision enhancement R3 |
Earbuds R2 | (2.600¥) | - | spatial recognizer, audio enhancement R3 |
Autopicker R6 | (3.000¥) | - | |
Lockpick set | (250¥) | - | |
2 glue sprayers | (300¥) | - | |
2 glue solvents | (180¥) | - | |
Respirator R6 | (300¥) | - | |
4 light sticks | (100¥) | - | |
Medkit R6 | (1.500¥) | - | |
Slap patches | (1.900¥) | - | 2 antidote R6, 2 stimulant R6, 2 trauma |
Cram, 5 doses | (50¥) | - | |
Zen, 10 doses | (50¥) | - | |
Long Haul, 3 doses | (150¥) | - | |
Psyshe, 2 doses | (400¥) | - | |
Jazz, 2 doses | (150¥) | - |
Handling | Accel | Speed | Pilot | Body | Armor | Sensor | Seats | Cost |
5/3 | 6 | 3 | 1 | 5 | 6 | 2 | 1 | 8.500¥ |
Contacts
|
Metatype (Priority D)
Human (3)
Magic (Priority E)
Mundane
Attributes (Priority A – 24 points)
Body 3
Agility 5
Reaction 6
Strength 3
Willpower 3
Logic 4
Intuition 5
Charisma 3
Edge 5
Essence 6.0
Derived Attributes
Initiative 11 + 1d6
Composure 6
Judge Intentions 8
Lift and Carry 45 kg / 6
Memory 9
Mental Inherent Limit: 6
Physical Inherent Limit: 5
Social Inherent Limit: 5
Skills (Priority B – 36/5) (+19 Karma)
Athletics Skill Group 5
Pistols (Semi-Automatics) 6
Longarms (Sniper Rifles) 7
Blades 4
Sneaking 4
Perception 4
Etiquette 2
Armorer 5
First Aid 2
Pilot Ground Craft (Wheeled) 3 [Gained via Karma]
Knowledge Skills (18 Free Skill Points + 2 Karma)
Military 4
Business 3
Police Procedures 2
History 2 [Increase to 2 with Karma]
Club Music 2
Firearm Design 3
Sprawl Life 3
Negative Qualities
Sensitive System (12)
Sinner [National – CAS] (5)
Prejudiced [Awakened – Biased] (3)
Allergy [Mild, Pineapple] (5)
Positive Qualities
Aptitude [Longarms] (14)
Resources (Priority C – 140,000) (+10 Karma – 20,000)
Survival Knife – 5 Acc, 5P, -1 AP 100
Colt Government 2066 – 6 Acc, 7P, -1 AP, SA, 14(c) 425
• 5 Spare Clips [Regular Ammo] 165
• 5 Spare Clips [APDS Ammo] 865
• 5 Spare Clips [Stick-n-Shock Ammo] 585
• Silencer 500
Ruger Super Warhawk – 5 Acc, 9P, -2 AP, SS, 6(cy) 400
• 60 Regular Ammo 120
• 30 APDS Ammo 360
Remington 950 – 7 Acc, 12P, -4 AP, SS, 5(m) 2,100
• 30 Regular Ammo 60
• 30 APDS Ammo 360
Defiance T-250 – 4 Acc, 10P, -1 AP, SS/SA, 5(m) 450
• 40 Regular Ammo 80
Outfit of Nice Clothing 100
Leather Jacket – 4 Armor, Chemical Protection 4 1,300
Lined Coat – 9 Armor, Nonconductivity 4, Chemical Protection 4 2,900
Actioneer Business Clothes – 8 Armor 1,500
Erika Elite Comm-link 2,500
• AR Gloves 150
• Subvocal Microphone 50
Contact Lenses – Rating 3 600
• Low-Light Vision 500
• Image Link 25
• Flare Compensation 250
Flashlight 25
Survival Kit 200
Medkit – Rating 6 1,500
Middle Lifestyle – 7 months 35,000
Low Lifestyle – 5 months 18,000
• Special Work Area --------
• Extra Secure --------
• Armorer Facility 50,000
Fake SIN – Rating 4 10,000
• Fake License – Rating 4 [Weapons Permit] 800
• Fake License – Rating 4 [Driver's License] 800
• Fake License – Rating 4 [Vehicle Registration] 800
Toyota Gopher 25,000
• 5/5 Hand, 4 Spd, 2 Accel, 14 Bod, 12 Armor, 1 Pilot, Sensor 2, Seats 6
Contacts (9 Free Karma + 5 Karma)
Fixer – Connection 4 Loyalty 3
Police Detective – Connection 3, Loyalty 4
Total Gear Cost: 158,570
Starting Nuyen: 1,700 + 1,430 = 3,130
Karma Remaining: 0
RenRemoved spoiler tag, couldn't find other solution.
Roku, Face/Secondary Support
I'm having a problem actually reviewing the character. The spoiler tag is not functioning correctly. I can scroll through half the character, but any more than that and it resets the tag and pushes me back to the top of the character. Can you check this please?
Dragonfire
Decker/Face
The only issue I see on first review is that the character has no name. Unless I missed it somewhere?
Real Name: Jack Valance
Street Name: Snake
Age: 36
Height: 6'2”
Weight: 175 lbs.
Hair: Brown
Eyes: Brown
Metatype (Priority D)
Human (3)
Magic (Priority E)
Mundane
Attributes (Priority A – 24 points)
Body 3
Agility 5
Reaction 6
Strength 3
Willpower 3
Logic 4
Intuition 5
Charisma 3
Edge 5
Essence 6.0
Derived Attributes
Initiative 11 + 1d6
Composure 6
Judge Intentions 8
Lift and Carry 45 kg / 6
Memory 9
Mental Inherent Limit: 6
Physical Inherent Limit: 5
Social Inherent Limit: 5
Skills (Priority B – 36/5) (+19 Karma)
Athletics Skill Group 5
Pistols (Semi-Automatics) 6
Longarms (Sniper Rifles) 7
Blades 4
Sneaking 4
Perception 4
Etiquette 2
Armorer 5
First Aid 2
Pilot Ground Craft (Wheeled) 3 [Gained via Karma]
Knowledge Skills (18 Free Skill Points + 2 Karma)
Military 4
Business 3
Police Procedures 2
History 2 [Increase to 2 with Karma]
Club Music 2
Firearm Design 3
Sprawl Life 3
Negative Qualities
Sensitive System (12)
Sinner [National – CAS] (5)
Prejudiced [Awakened – Biased] (3)
Allergy [Mild, Pineapple] (5)
Positive Qualities
Aptitude [Longarms] (14)
Resources (Priority C – 140,000) (+10 Karma – 20,000)
Survival Knife – 5 Acc, 5P, -1 AP 100
Colt Government 2066 – 6 Acc, 7P, -1 AP, SA, 14(c) 425
5 Spare Clips [Regular Ammo] 165
5 Spare Clips [APDS Ammo] 865
5 Spare Clips [Stick-n-Shock Ammo] 585
Silencer 500
Ruger Super Warhawk – 5 Acc, 9P, -2 AP, SS, 6(cy) 400
60 Regular Ammo 120
30 APDS Ammo 360
Remington 950 – 7 Acc, 12P, -4 AP, SS, 5(m) 2,100
30 Regular Ammo 60
30 APDS Ammo 360
Imaging Scope (Vision Magnification, Low Light Vision) 1,050
Defiance T-250 – 4 Acc, 10P, -1 AP, SS/SA, 5(m) 450
40 Regular Ammo 80
Outfit of Nice Clothing 100
Leather Jacket – 4 Armor, Chemical Protection 4 1,300
Lined Coat – 9 Armor, Nonconductivity 4, Chemical Protection 4 2,900
Actioneer Business Clothes – 8 Armor 1,500
Erika Elite Comm-link 2,500
AR Gloves 150
Subvocal Microphone 50
Contact Lenses – Rating 3 600
Image Link 25
Flare Compensation 250
Flashlight 25
Survival Kit 200
Medkit – Rating 6 1,500
Middle Lifestyle – 7 months 35,000
Low Lifestyle – 5 months 18,000
Special Work Area --------
Extra Secure --------
Armorer Facility 50,000
Fake SIN – Rating 4 10,000
Fake License – Rating 4 [Weapons Permit] 800
Fake License – Rating 4 [Driver's License] 800
Fake License – Rating 4 [Vehicle Registration] 800
Toyota Gopher 25,000
5/5 Hand, 4 Spd, 2 Accel, 14 Bod, 12 Armor, 1 Pilot, Sensor 2, Seats 6
Contacts (9 Free Karma + 5 Karma)
Fixer – Connection 4 Loyalty 3
Police Detective – Connection 3, Loyalty 4
Total Gear Cost: 158,570
Starting Nuyen: 1,700 + 880 = 2,580
Karma Remaining: 0
Metatype | D: Human (3) | |
Attributes | B: Attributes (20) | |
Magic/Resonance | E: - | |
Skills | C: SKills (28/2) | |
Resources | A: 450,000¥ |
Item | Karma | Total | ||
Starting Character | +25 | 25 | ||
Dependent | + 6 | 31 | ||
Social Stress | +8 | 39 | ||
Unsteady Hands | +7 | 46 | ||
Mild Addiction | +4 | 50 | ||
Extra 20,000¥ | -10 | 40 | ||
First Impression | -11 | 29 | ||
Jury Rigger | -10 | 19 | ||
Quick Healer | -3 | 16 | ||
+2 Loyalty on Reno | -2 | 14 | ||
+1 Sneaking | -6 | 8 | ||
+1 Gymnastics | -6 | 2 |
Item | ¥ | Total | ||
Character creation | +450,000¥ | 450,000¥ | ||
From Karma | +20,000¥ | 470,000¥ | ||
Weapons | -1,205¥ | 468,795¥ | ||
Armor | -7,800¥ | 460,995¥ | ||
Cyberware | -287,250¥ | 173,745¥ | ||
Bioware | -62,000¥ | 111,745¥ | ||
Gear | 53,975¥ | 57,770¥ | ||
Vehicles | -28,500¥ | 29,270¥ | ||
Lifestyles | -6,000¥ | 23,270¥ | ||
SINs/Licenses | -22,500¥ | 770¥ | ||
Starting Credits | 4d6 x 100¥ | (4d6 x 100)+770¥ |
Body | 3 | Mental Limit | 5 | ||||
Agility | 3(5) | Physical Limit | 4(6) | ||||
Reaction | 3(5) | Social Limit | 5(7) | ||||
Strength | 3(5) | Physical Boxes | 10 | ||||
Charisma | 5 | Stun Boxes | 10 | ||||
Intuition | 4 | Overflow Boxes | 3 | ||||
Logic | 4 | Notoriety | 0 | ||||
Willpower | 3 | Street Cred | 0 | ||||
Edge | 5 | Public Awareness | 0 | ||||
Magic | 0 | ||||||
Essence | 0.025 | ||||||
Initiative | 7(9) + 1d6 |
First Impression | 11 | |
Juryrigger | 10 | |
Quick Healer | 3 |
Dependent | 6: Soba | |
Social Stress | 8: When someone digs into his past | |
Unsteady Hands | 7: Due to social stress | |
Mild Addiction | 4: Psychological addiction to anxiety medication |
Biotech Skill Group | 2 | |
Con (Fast Talking) | 3 (+2) | |
Impersonation (Human) | 3 (+2) | |
Negotiation (Bargaining) | 3 (+2) | |
Etiquette (Corporate) | 3 (+2) | |
Leadership (Command) | 2 (+2) | |
Sneaking (Urban) | 3 (+2) | |
Gymnastics (Parkour) | 3 (+2) | |
Pistols (SAs) | 2 (+2) |
Medicine (Pharmaceuticals) | 2 (+2) | |
Literature (Japanese) | 2 (+2) | |
Music (Japanese) | 2 (+2) | |
Sports (Urban Brawl) | 2 (+2) |
English | N | |
Japanese(Cityspeak) | 3 (+2) |
Item | ACC | Reach | Damage | AP | Mode | RC | Ammo | Avail | Cost | |||||||||
Survival Knife | 5 | - | 7P | -1 | - | - | - | - | 100¥ | |||||||||
Street Line Special | 4(6) | - | 6P | - | SA | - | 6(c) | 4R | 120¥ | |||||||||
Defiance EX Shocker/CC | 4/3 | 0 | 9S(e)/8S(e) | -5 | SS | - | 4 (m) | - | 250¥ |
Streetline Accessories | Mount | Availability | Cost | ||||
Composite Materials | - | - | 0¥ | ||||
Spare Clip | - | 4 | 5¥ | ||||
Internal Smartgun | - | (+2)R | 240¥ | ||||
Ultrasound (2) | - | 5 | 200¥ |
Ammo | Damage Mod | AP Mod | Availability | Cost | ||||
20 Caseless APDS | - | -4 | 12F | 240¥ | ||||
10 Taser Darts | - | - | 3 | 50¥ |
Armor | Availability | Cost | ||
Lined Coat | 4 | 900¥ | ||
--Non-Conductivity (5) | 6 | 1,250¥ | ||
Actioneer Business Clothes | 8 | 1,500¥ | ||
--Non-Conductivity (5) | 6 | 1,250¥ | ||
Urban Explorer Jumpsuit | 8 | 650¥ | ||
--Non-Conductivity (3) | 6 | 1,250¥ | ||
--Thermal Dampening (3) | 10R | 1,500¥ |
Cyberware | Essence | Availability | Cost | |||
Used Skilljack (3) | 0.375 | 2 | 45,000¥ | |||
Used Skillwires (3) | 0.375 | 8 | 45,000¥ | |||
Voice Modulator (2) | 0.2 | 6F | 10,000¥ | |||
Flare Compensation | 0.1 | 4 | 1,000¥ | |||
Image Link | 0.1 | 4 | 1,000¥ | |||
Thermographic Vision | 0.1 | 4 | 15,000¥ | |||
Vision Magnification | 0.1 | 4 | 2,000¥ | |||
Vision Enhancement (2) | 0.1 | 6 | 8,000¥ | |||
Used Retinal Duplication (4) | 0.125 | 12F | 60,000¥ | |||
Smartlink | 0.2 | 8R | 4,000¥ | |||
Low-light vision | 0.1 | 4 | 1,500¥ | |||
Cyberear 1 | 0.2 | 3 | 3,000¥ | |||
--Audio Enhancement (2) | (2) | 6 | 8,000¥ | |||
--Damper | (1) | 6 | 2,250¥ | |||
--Select Sound Filter (1) | (1) | 3 | 3,500¥ | |||
--Sound Link | (0) | 4 | 0¥ | |||
Comlink -- Transys Avalon (6) | .2 | 12 | 7,000¥ | |||
Reaction Enhancers (2) | .6 | 10R | 26,000¥ | |||
Used Muscle Replacement (2) | 2.5 | 6R | 37,500¥ | |||
Smuggling Compartment | .2 | 6 | 7,500¥ |
Bioware | Essence | Availability | Cost | |||
Tailored Pheromones (2) | .4 | 8R | 62,000¥ |
Item | Availability | Cost | ||
2 RFID Stealth Tags (3) | 7R | 20¥ | ||
Datachip (1) | - | 5¥ | ||
Bug Scanner (6) | 6R | 600¥ | ||
Directional Jammer (6) | 12F | 1,200¥ | ||
Tag Eraser | 6R | 450¥ | ||
Activesoft (3; Perception) | 8 | 15,000¥ | ||
Activesoft (3; Blades) | 8 | 15,000¥ | ||
Knowsoft (3; Bars/Clubs) | 4 | 6,000¥ | ||
Linguasoft (2; Or'zet) | 2 | 2,000¥ | ||
Linguasoft (2; Sperethiel) | 2 | 2,000¥ | ||
Linguasoft (2; Mandarin) | 2 | 2,000¥ | ||
Certified Credstick (Platinum) | 10 | 500¥ | ||
Disguise Kit | - | 500¥ | ||
Hardware Kit | - | 500¥ | ||
Cellular glove molder (4) | 12F | 2,000¥ | ||
Keycard copier (4) | 8F | 2,400¥ | ||
Sequencer (4) | 12F | 1,000¥ | ||
Courier Bag | - | 50¥ | ||
Gas Mask | - | 200¥ | ||
Gecko tape gloves | 12 | 250¥ | ||
Medkit (3) | 4 | 750¥ | ||
2 Stim Patches (6) | 12 | 300¥ | ||
2 Trauma Patches | 6 | 1,000¥ | ||
White noise generator (5) | 5 | 250¥ |
Handling | Speed | Accel | Body | Armor | Pilot | Sensor | Seats | Availability | Cost | |||||||||
5/4 | 6 | 3 | 10 | 6 | 1 | 2 | 4 | - | 28,500¥ |
Lifestyle | Cost | Notes | ||
Medium | 5,000¥ | This is a moderate brownstone near Touristville in Bellevue owned by Curtis B. Lambert | ||
Dependant | 1,000¥ | +20 percent increase due to negative quality |
SIN/Lisences | Availability | Cost | Notes | |||
Curtis B. Lambert (3) | 9F | 7,500¥ | According to his history Curtis is a graduate of UW with a masters in teaching. Makes a small living as a tutor. His hobbies is acting with community theatre and volunteering at a small free clinic in the Touristville. When he visiting Touristville he usually takes public transport. This is Jack's legal ID primarily used for legitimate purchases. His job shows a legal income, the clients are online and the income is filtered through an escrow account. | |||
Cornelius Bykov (3) | 9F | 7,500¥ | This is the SIN that Jack uses when he is on the job. This SIN has another escrow account tied to it. Though this SIN is rarely used it is still backed with a history and is used to keep up appearances. Typically purchases are for Urban Brawl tickets and memorabilia, that is in turn sold online to make small profits. Jake tends to have money from jobs held in escrow until the job is done, then transfers the money to his Platinum credstick with a portion goin to escrow for Curtis an obfuscation to make it harder to track his earnings. | |||
Giraldo Baresi (3) | 9F | 7,500¥ | This is a fallback to replace the Cornelius ID if it gets burned. It is never used. |
Contact | C/L | Notes | ||
Soba | 2/4 | Soba, or Baasan to the local community, is a street doc in Touristville. Closest thing to a mother Jack has | ||
Johnny Reno | 5/4 | Jack's Fixer and friend. He brought Jack into the Shadows and helps him get jobs | ||
Jimmy | 1/1 | A street urchin in Touristville that knows Jack |
If a mystic adept doesn't have enough Karma at chargen to buy power points up to the same level as his Magic, will you let him buy them after he earns Karma in-game?
Not in 5th, they have to buy them (upto or less than) there magic rating with 5 karma per point at character creation. On the flip side magic isn't split between power points and mage stuff anymoreIf a mystic adept doesn't have enough Karma at chargen to buy power points up to the same level as his Magic, will you let him buy them after he earns Karma in-game?
I'm not near my books at the moment, so I'll have to review them when I get home tonight. But...
...don't Mystic Adepts get initial Power Points equal to their MAG rating, similar to other Adepts?
Balance is a huge factor for Mystic Adepts. They only lose Astral Projection compared to Mages after all, and no longer have to split their Magic attribute.Note that I wasn't asking if a mystic adept could buy unlimited PP at 5 Karma per. I was specifically asking if he could buy to the starting limit later, or if he has to absolutely drop all of his Karma on chargen PP or suffer the consequences later. I'd like to get a mentor spirit, but if I can't grab the PP I'd have to drop for it, then I guess I can get that later. What I'm asking isn't covered in the book either way, so it has to come down to the GM's decision.
First, note that RAW the cost is 2 Karma/PP. However, at least one Missions Designer here on the forum mentioned that (at least in Missions) it should be 5 Karma/PP.
That is of course a significant difference - but considering how little 12 Karma is (which is all you need to buy 6 PP if it costs 2 Karma/PP) - its barely equal to some qualities - and that that's almost the only difference that matters at character creation between Mages and Mystic Adepts, a higher price seems called for. Otherwise Mystic Adepts are vastly better than Mages at character creation - being unable to astrally project and having 12 less Karma doesn't equal the worth of 6 points of Adept powers!
Either way, the ONLY place where buying Power Points for Karma is mentioned is on page 68/71. It's not in any advancement table or other chapter than the character creation one.
To me at least, this suggests that NOT gaining free Power Points with increased Magic is supposed to be a large balancing factor for Mystic Adepts. That way, they advance equally to a Mage in Mage-abilities, but need Initiation to advance in Adept-stuff (thus gaining PP at a lower rate and having less initiation to boot).
Assuming my interpretation is correct (no PP/Karma after Chargen) and using the higher cost, a Mystic Adept is still a highly valid character concept. It's good for portraying all sorts of Magic Knights, Paladins, Shadow Assassins and other Caster/Melee // Caster/Skillful concepts you can find. It's mechanically valid if you want to complement physical skill with spellcasting, or back up your spellcasting with other competencies.
You can still do all of that - but it'll cost you enough that you won't be as good at casting spells than someone who focusses on that.
Bottom Line: In my opinion
Power Points should cost 5 Karma at Chargen for Mystic Adepts.
Mystic Adepts should not be able to buy PPs for Karma after Chargen.
Otherwise, they become too good in comparison to mages.
Uh, my bad. Obviously the wording on page 279 refers to both Adepts and Mystic Adepts - raising your Magic raises your PP.
So, disregard the above, the rules are currently clear on this.
The only thing that isn't clear is if you do not buy all the PP you could at CharGen (say, you have 5 magic but only buy 3 PP) - but i see no reason to punish a player for not doing that at CharGen.
Mind, i still think that not automatically gaining PP with Magic Increase would be nice balance-wise, but eh. The rules are currently clear on the subject.
Ruling tomorrow. Work sucked, and I got caught up in stuff tonight.
Hey, it could be worse. 2 jobs ago, the day I hired in as the department manager... all of the workers quit to go work where the previous manager had migrated to. None of them had notified the company that they were jumping ship, so that left me as the only one in the entire department. Fun times.
Hey, it could be worse. 2 jobs ago, the day I hired in as the department manager... all of the workers quit to go work where the previous manager had migrated to. None of them had notified the company that they were jumping ship, so that left me as the only one in the entire department. Fun times.
That one would straight up piss me off royal.
I guess the stuff going on now is part of being a State employee...
...adepts receive Power Points equal to their Magic attribute, while mystic adepts have to buy Power Points 0with Karma. Subsequently, Power Points can come in two ways. You get a free Power Point whenever you increase your Magic attribute, and you can gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.
Mystic adepts must purchase their Power Points with Karma (2 Karma each at character creation for a full Power Point, with a maximum number of points equal to their Magic attribute rating).
If someone knows of an official ruling that I do not, please let me know and I'll review.
If someone knows of an official ruling that I do not, please let me know and I'll review.
The closest thing to an official ruling so far is in the Missions FAQ. http://forums.shadowruntabletop.com/index.php?topic=11547.0
Not likely to see any more about it until the errata is released.
If someone knows of an official ruling that I do not, please let me know and I'll review.
The closest thing to an official ruling so far is in the Missions FAQ. http://forums.shadowruntabletop.com/index.php?topic=11547.0
Not likely to see any more about it until the errata is released.
That reads like it is Bull's house rules for Missions. It also states that karma costs for power points should be 5 and not 2, but doesn't state that's for earned karma. I therefore assume he's talking about char gen.