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Elven Martial Artist & Ascetic for comments

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Aria

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« on: <05-09-12/0752:52> »
Another adept for you  ;)

I'm a little concerned that he's a 'one trick pony' although synergy makes him reasonable at social skills, and better with some additional karma.  Anything obvious I've missed?  And is it really worth having an 11S unarmed attack (I'm assuming that's legal and DV from martial arts and critical strike stack - that may be bogus?!?)

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JustADude

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« Reply #1 on: <05-09-12/0942:13> »
And is it really worth having an 11S unarmed attack (I'm assuming that's legal and DV from martial arts and critical strike stack - that may be bogus?!?)

Going to do a full read-over in a sec, but I wanted to answer this first: Yeah, as far as I know they do indeed stack, and it's very worth it. You might also want to invest in Killing Hands (for the option of doing Physical Damage) and Elemental Strike (Makes your unarmed combat attacks Elemental; I recommend Blast!). Also see if your GM would let Hardliner Gloves stack with Critical Strike and Martial Arts. If so, that's another +1DV and it works as a Weapon Focus. ;)


EDIT: Okay, BIG flaw here: Mind over Matter only substitutes the rating of the stats when making Tests. Damage is not a Test, therefore MoM is useless for boosting damage like you seem to be doing. The only real use for MoM is Logic -> Agility, since that's the only Physical Stat where the rating isn't as important as the DP.
« Last Edit: <05-09-12/0948:08> by JustADude »
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UmaroVI

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« Reply #2 on: <05-09-12/1021:54> »
Yep; JustADude pointed out the key problem here.

A bit about how Unarmed Adepts work:

Basically, it's about stacking up all the different sources of +DV you can get, and it's about being hard to hurt. The big things you get for working like this are that you don't need to carry weapons to fight (so you should try to avoid things like obvious F augmentations, which make this pointless), that you can potentially hit really hard (and you need to - gun users get 2 shots, you get 1), and that anyone you are in melee with is at -3 to shoot other people. But that means you are going to get attacked a lot, and you need to be able to take the hits.

The sources of damage you can get are:
Critical Strike (you should have as much as you can get; at .25 per, it's very efficient)
Martial Arts (You should have +3, which is the max)
Strength (Very inefficient)
    Ways of getting +S: Muscle Augmentation, being a race that gets bonus strength.
Bone Density Augmentation or Bone Lacing

There's also Hardliner Gloves but that's very, very questionably legal.

Unfortunately, the whole deal with MoM not working like that kind of sinks what you wanted to do. You're going to need some major changes to fix things and I'm not sure what the "core" elements of your concept are.

Lethe

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« Reply #3 on: <05-09-12/1026:31> »
You want your sensei contact to function like with the sensei positive quality or you want him to be an ex-sensei who can't teach you anything anymore and is just a normal contact.

Aria

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« Reply #4 on: <05-09-12/1256:25> »
"Oh bugger" on the MoM - there was me gleefully creating a fundamentally flawed character, ah well, that's the point of posting it here.  Without checking the wording again I'm guessing the same applies to a Will/Body crossover too!

Guess it's back to the drawing board entirely on this one :'(

Or at least switching to a high logic to get the agility bonus, it sort of fits the concepts I have in mind.  11 damage was just silly anyway  ;)

EDIT: MoM removed and some stats tweaked.  Got an extra two levels of combat sense for damage resistance and picked up killing hands and elemental strike.  He's screwed if he can't use his gesture kata but then most runners are screwed without their hands so that's not a huge deal I don't think...?!?

Less skill synergy now, he's very mediocre at influence stuff...perhaps a level of kinesics down the line would be in order...
« Last Edit: <05-09-12/1312:50> by Aria »
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