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Shapeshifting tiger (mystic) adept.

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Gretik

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« on: <08-08-12/1625:23> »
Created this for kicks, I have no idea if it's optimized or not, I've just not had a go at making a melee adept before.

Street Name:Paws
Name:?
Movement:15/50
Karma:0
Street Cred:0
Notoriety:3
Public Awareness:1
Race:Tiger Shapeshifter (Human)
Composure:7
Judge Intentions:5
Lift/Carry:14
Memory:5
Nuyen:Some?

== Attributes ==

BOD:7
AGI:5
REA:5
STR:7
CHA:3
INT:2
LOG:1
WIL:4
EDG:2
MAG:5

== Derived Attributes ==

Essence:6
Initiative:7
IP:1
Astral Initiative:4
Astral IP:3
Matrix Initiative:3
Matrix IP:1
Physical Damage Track:12
Stun Damage Track:10

== Active Skills ==
Astral Combat:3Pool:7
Climbing:1Pool:8
Dodge:3Pool:8
First Aid:1Pool:2
Flight:1Pool:8
Gymnastics:1Pool:6
Infiltration:1Pool:6
Intimidation:1Pool:4
Perception:1Pool:3
Running:1Pool:8
Spellcasting:4Pool:7
Swimming:1Pool:8
Unarmed Combat:5Pool:12

== Knowledge Skills ==

== Contacts ==
Fixer (2, 2)
Shaman (3, 3)

== Qualities ==
Addiction (Mild)
Distinctive Style
Gremlins (Rating 1)
Incompetent (Hacking)
Mystic Adept
Paranoia
The Warrior's Way
Wanted

== Spells ==
(Tradition: Shamanic, Resist Drain with WIL + CHA (7))
Combat Sense (Limited)     DV: (F÷2)+2
Heal (Limited)             DV: (Damage Value)-2
Increase Reflexes (Limited) DV: (F÷2)+2

== Powers ==
Attribute Boost (BOD) Rating: 2
Attribute Boost (REA) Rating: 2
Improved Ability (Combat) (Unarmed Combat) Rating: 2
Killing Hands
Living Focus
Mystic Armor Rating: 2

== Critter Powers ==
Allergy (Silver, Severe)
Dual Natured
Enhanced Senses (Hearing, Low Light Vision, Smell)
Natural Weapon (Claws/Bite: DV STR/2 + 2, AP 0)
Regeneration
Sapience
Shift (Human)
Vulnerability (Silver)

== Lifestyles ==
Middle  1 months
Squatter  1 months

== Armor ==
Armor Jacket              9/7
   +Biomonitor
   +Fire Resistance 6
   +Gel Packs
   +Nonconductivity 6
Form-Fitting Full-Body Suit7/3
   +Gel Packs
SecureTech PPP Armor (Ensemble)2/4

== Weapons ==
Shock Glove
   DV: 6S(e)   AP: -half   RC: 0
Unarmed Attack
   DV: 5P   AP: -   RC: 0

== Martial Arts ==
Wildcat
   ++1 die on Called Shots to increase damage
   ++1 DV on Unarmed Combat attacks

== Commlink ==
Meta Link (1, 2, 1, 2)
   +Redcap Nix

== Gear ==
Power Focus (bonded) Rating 2
« Last Edit: <08-08-12/1639:32> by Gretik »

Scarecrow71

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« Reply #1 on: <08-08-12/2319:19> »
Well, I can tell you that it's not optimized just by looking at your Initiative and Initative Passes.  If he's supposed to be combat-oriented, there are a couple of Adept Powers that you could take to help you there.  Improved Reflexes grants +1 REA and +1 IP per level taken, but it is quite expensive.  Lightning Reflexes gives +1 REA, and as you have no cyber- or bio-ware, you don't have to worry about compatibility.

The problem, in my opinion, with Mystic Adepts is that they are caught between Magicians and the un-Awakened.  Which shows in your skills - you have the Athletics group at 1, but you have Astral Combat 3 and Spellcasting 4.  And I'm not familiar enough with Magicians to give you any advice here, other than you really should pick up the Assensing skill if you are going to be part spell-caster.

I like that you have Unarmed Combat at 5 to use your Natural Weapons, but you aren't always going to be in melee combat range.  You should pick up Pistols or Automatics just so you have some form of ranged weapon skill.  If modern weapons don't appeal to you for the concept, at least pick up Archery so you can shoot a bow.  Some bows can reach pretty decent ranges, so in keeping with the natural combat theme that may not be a bad thing.

The only other thing I can see that needs clarification is the use of the Shock Glove with your Claws.  I don't know if these are compatible with one another, so I recommend reading up to make sure (or wait until Umaro or Bigguns comes in and lets us both know).
I could wile away the hours conversing with the flowers
Consulting with the rain
And my head I'd be scratching while my thoughts were busy hatching
If I only had a brain...

"Good. Bad. I'm the guy with the gun." - Ash, Army of Darkness

Gretik

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« Reply #2 on: <08-09-12/0035:05> »
The idea for reflexes was to use the spell increased reflexes and sustain it with living focus, even if overcasting results in some physical damage, regeneration should sort it out (although having just read the regeneration power, it states it doesn't work on damage from magical sources, so that probably won't pan out). The skills I kind of brushed over, it was less supposed to be a proper magician so much as to just supplement adept powers with magical spells.

Glyph

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« Reply #3 on: <08-09-12/0115:54> »
You don't need the living focus power to sustain your own spells.  The flight skill is for creatures such as pixies; it is useless to your character.  I would drop it and raise unarmed combat to 6.  Attribute boost is not worth taking at higher than rating: 1.  Getting it at rating: 2 gives you one piddling more die to roll for it, and doubles the Drain from using it.  Also, it takes a simple action to activate a boost, and it only lasts for a duration of rounds.  So your character will basically spend the first initiative pass of combat buffing himself.  Not really worth it.

rasmusnicolaj

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« Reply #4 on: <08-09-12/0149:56> »
I think Flight is just part of the Athletics group and has made its way onto the character because he has taken the whole group.

You should really try and get the Power Focus at R4 with restricted Gear. It is a huge added bonus from the start.
You should also get a sustaining foci for the increased reflex spell.

As a dual natured creature get stunbolt to deal with astral threats. Spirits can fly and kill you. And drop Astral Combat. Just Stunbolt Spirits.

Drop First Aid. With your Low Logic is isn't very good. Just get a R& Medkit.
I would drop Dodge and get more Gymnastics.
Raise Unarmed Combat to 6, That will save you a lot of Karma.
You a missing Counterspelling, Assensing, Summoning and Binding. Spirits are your friends (don't get the skill group though. You don't want banishing).

A low intuition hurts your initiative.

You really don't want Attribute Boosts. It takes a Complex Action to activate and with the two you have the fight is propably over before you are ready.
Combat Sense is better than Mystic Armor (it is better not to get hit at all than to have a little more armor).

Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?