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[SR5] Mystic Adept, Acrobatic Defender

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Booze

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« on: <05-23-14/0511:17> »
Ok, There is a Team, with 'Wicked' attitude [John Wick, Play Hard, and so on...]. So PC have to be optimalized, or they will frequently die. In team there is Already Combat Mage, Support Mage, Range Support Sammy, Matrix Support/Face Mancer...

The idea is to make a PC so hard to hit, that ACC of best weapon will be lower than Avrage Defence die succes rate. And of course Combat Sense and Danger Sense so he will be Hard to suprise.

The first idea that came to my mind after reading Run and Gun, is quality Acrobatic Defender. So how about full defence of:
5 [REA] + 5 [INT] + 6 [Gym.] + 2 [spec] + 2 [Natural Athlete] + 2 [Bending the Reed*] 2 [Mentor Spirit (cat)] + 6 [Imp. Ability] = 30 on avrage 10

*Not sure if it will work for full defence,
And not sure if there is no more bonuses for Gym.

After This,... Came another Thought: This PC has High MAG, so if He would be a Mystic, He could by himself cast Combat Sense, Increase REA & AGI. So that pool would increase in 14 [hopefully]... So dice poll of 44 is in range, and buying 11 Success... sounds amazing... Lucklly Full Auto Weapons have low ACC, Shotgins too... so nothing to worry about.

Yes, I am aware that sustaining 3 spells,... or more [Increased reflexes for example] is a bitch.] but quickening can help, or... for reflexes and Combat sense, casting it with force 1, and edge, AND... focused concentration rtg 2 could it easylly sustain ;)

Ok... That is the concept. But how will he fight? Guns, MonoWhip, It would be Fun to see him making aggro... so the combat mage, and range support will take down the rest.

So High REA & INT, will perfectly fit with High AGI... So He could be an infiltrator, SharpShooter, or a Martial Artist. Thought of him as Gun-Kata master, but...

Using Firearms in CC is silly. Even if you are using Full Auto Wide Shotgun... for som crazy -15 def... The martial arts will not specially support using firearms...

Gun-Kata is to use Pistols as Clubs, an fire it as a last resolt. FireFight is about making the guns in CC totaly useless for both sides [clinch - "Clincher" Makes AGI + Gym, vs REA + INT (or CC Def, i dont remember), The net hits are negative modyfiers for both characteres to use firearms... so it is like -10 on avrage?]. Knight Errant Tactical is also a defencive. Parkour is Fun, as it can really boost the Gym in non combat situations, and... Shadow block, not sure if firearm could be used in that manner. After all of that comet the LaiJuitsu, with Multi oponent combat...

If he is adept why to use MA rather than initiation? 1PP = 2lv of Wall running ^ 2lv of Light Body. To have same effect in MA that would require Monkey Climb, Rolling Clouds [two times] and Mantis Leep... But MA manouvers are slightly better, for example: 6AGI PC will gain 3 meters of max jump distance for mantis leep, and from only 2 from 2 lv of Light body... After all He heve lots in his Gym dice pool,... 30~40? so why bother...? As he will need first Initiation for Quickening,... it is his second 16 karma against 17 with MA...? Sounds like a good deal.

Not sure if it is that much effective with Combat martial arts. As Moves are uniqe, but Manouvers that give dices [or simply lowers negative dice] are 5 karma for a point.... or more likely 7... as when you want to max out the bonus, it needs to be taken from two diffrent art,...

I Would love to see him with two brust fireing hevy pistols in CC... Gun Kata style, but:
-Two weapon fighting for firearms sucks.... :
--Lack of rules for using fire arms single handed [is thare a rule that prohibits you from fireing a panter XXL one handed? or gives any penaltys?]
--If a weapon is semi auto or Burs capable, there is no advantage, as you allready have option to make multiple attacks [Yeah,... the recoil compensation, could be a benefit, as you would gain it from both weapons,... like 0, 1, or 2...]
--Fighting with pistols as clubs are far from effective... or, you could make them weapon focus [melee pourpouse only], then it will hurt, when you will have to leave them somewhere...

Any Thoughts?
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Aranador

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« Reply #1 on: <05-23-14/0541:15> »
Two things off the top of my head;

By including Gymnastics in your defence test, you subject it to your physical limit - so better hope you've pushed that way high.

The adept Improved Ability can only add half as many dice to a skill as the ranking in the skill.  So 3 instead of 6.


As an addendum - better hope no one is using AoE near you :)


Michael Chandra

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« Reply #2 on: <05-23-14/0543:41> »
Run&Gun, so they can run from AoE. The bigger problems are Direct Spells and gas.
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Booze

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« Reply #3 on: <05-23-14/0624:35> »
As Priority A in Magic, and he is a Mystic adept after all, two rtg5 skills are free. Spelcasting And Counterspelling.

Gas? Why to wear any armor with such high Def, Gas Mask.

Ok, That is 3 for Imp. Ability. your right... still can use combat Sense 6 for almost same effect ;) [not to Gym, but for def pool]

AoE, yep. If will give him some thrown weapons skill, ang high AGI, distanse should not be a problem, Back'at'Ya... intercept action should be perfect ;)
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Michael Chandra

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« Reply #4 on: <05-23-14/0630:27> »
Gas Mask only works if you have it activated before the gas hits. With a 1-hour air supply, it's going to be tough having it active all the time. And of course AoE does drain your Initiative.
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Elektrycerze3

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« Reply #5 on: <05-23-14/0636:19> »
Gas Mask only works if you have it activated before the gas hits. With a 1-hour air supply, it's going to be tough having it active all the time. And of course AoE does drain your Initiative.

Also it protects only against Inhalation vector toxins, while all the serious gases are Inhalation+Contact. Different tables might read that in different ways, of course, but often that translates to the mask being nearly useless.
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Booze

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« Reply #6 on: <05-23-14/0639:39> »
So how about Chem Seal Armor...

The best would be Chem Seald Cameleon, but I'm not quite sure if it is possible.

In 4 ed it was a full body siut, right? So why not?
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Elektrycerze3

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« Reply #7 on: <05-23-14/0645:36> »
The best would be Chem Seald Cameleon, but I'm not quite sure if it is possible.

There is a topic on this forum that you might find interesting: http://forums.shadowruntabletop.com/index.php?topic=16539.msg293759#new

But the chameleon is out of the question right from the start:

Quote from: SR5, p. 437
Chemical seal: Available only to full body armor that includes a helmet, the chemical seal is...

Emphasis mine.
« Last Edit: <05-23-14/0650:13> by Elektrycerze3 »
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Michael Chandra

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« Reply #8 on: <05-23-14/0646:22> »
Gas Mask only works if you have it activated before the gas hits. With a 1-hour air supply, it's going to be tough having it active all the time. And of course AoE does drain your Initiative.

Also it protects only against Inhalation vector toxins, while all the serious gases are Inhalation+Contact. Different tables might read that in different ways, of course, but often that translates to the mask being nearly useless.
To be exact, the fact that only 1 non-Contact Inhalation gas exists proves it unlikely for RAI to be "gas masks do nothing at all against C+I gases".

As for Chem Seal, I don't believe that was possible in SR4 either. Also, see this topic: http://forums.shadowruntabletop.com/index.php?topic=16539.0
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Elektrycerze3

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« Reply #9 on: <05-23-14/0649:17> »
To be exact, the fact that only 1 non-Contact Inhalation gas exists proves it unlikely for RAI to be "gas masks do nothing at all against C+I gases".

I completely agree, but I believe it is helpful to mention that RAW-RAI conflict.
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