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Bio Adept Face/Support

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drakir

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« on: <11-18-15/1423:29> »
This character is kind of proof why you dont have to take skills as a high prority...
Can seduce someone with 17 dice, Negotiate at 15, 19 dice with a Pistol and much more with skills at E.
Not a primary fighter (too low initiative) but skilled both at ranged and close combat if need be.
Apart from really low Edge, any criticisms/comments? I'm not entirely finished yet (some gear and neg qualities left).

Priorities: Meta D, Attributes B, Magic B, Skills E, Resources B  (Sum2ten)
Attributes: Bod 3, Agi 6(9), Rea 3(4), Str 2, Cha 8, Int 5, Log 2, Wil 3, Edge 1, Magic 5, Init 9+2D6, Essence 5.15
Qualities: Prototype Transhuman, Mentor Spirit (Raven), Too Pretty to Hit, 25 point negatives.
Augmentations: Synaptic Booster rat 1, Tailored Pheromones rat 3, Used Muscle Toner rat 3
Adept Powers: Commanding Voice, Cool Resolve 1, Authoritative Tone 2, Combat Sense 1, Facial Sculpt 1, Critical Strike (clubs), Improved Skill 1(pistols), Improved Sense (Human Scale) and Traceless Walk + Voice Control from Raven Mentor.
Skills:
16(18) Pistols (Semi Automatics) 6+2       (19 with smartlink or laser)
15(17) Clubs (Batons)  6+2     (10S(e) with stun baton and crit strike)
12        Con 1    (Acting Group with karma + Cool Resolve and Raven) (17 with Pheromones and Authoritative Tone)
10        Impersonation 1 (Acting Group with karma + Cool Resolve)
10        Performance 1 (Acting Group with karma + Cool Resolve)
10        Negotiation 1 (Influence Group with karma + Cool Resolve)  (15 with Pheromones and Authoritative Tone)
10        Etiquette 1 (Influence Group with karma + Cool Resolve)
12        Leadership 1 (Influence Group with karma + Cool Resolve and Authoritative Tone)
10(12) Locksmith (Maglocks) 1+2
11        Perception 6   
7          Disguise 1 (Stealth Group with Karma + Facial Sculpt)
10       Sneaking 1 (Stealth Group with Karma)
10       Palming 1 (Stealth Group with Karma)
10      Gymnastics 1 (Athletics Group with Karma)
3         Running 1 (Athletics Group with Karma)
3         Swimming 1 (Athletics Group with Karma)

Contacts: 24 points. Haven't decided yet. Suggestions?
Gear:
Low Lifestyle, Fake SIN rat 4, Fake License (Concealed Carry) rate 4, Browning UP, Stun Baton, Renraku Sensei, Armor Jacket, some ammo, some B&E tools.
I can't afford fancy armor, better commlink and better lifestyle. Something has to give. Expensive B&E tools, visual and hearing enhancements have to wait but shouldn't be too hard to get in game. Giving up Athletics for more karma money is an option. What would you do?
« Last Edit: <11-18-15/1430:06> by drakir »

falar

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« Reply #1 on: <11-18-15/1444:09> »
Gotta say that I'm meh on Pistols. I think you'd be better off to switch to Automatics for that sweet, sweet -5 to defender's dodge from a Simple Full-Auto attack. Grab a Cavalier Evanator from Gun Heaven 3, give it Gas-Vent 3 and you can do that Simple Full-Auto attack ALL THE DAY LONG, even with your measly 2 Strength.

Also, it gives you much better options for range. Pistols top out at 60 meters. Automatics top out at 550meters. Get in a long-range gun battle and you'll be wishing you could bring an Assault Rifle.

On the other hand, as a Face, why are you wasting time shooting people? You should be maxing out Leadership and granting all your teammates another initiative pass each combat turn. It's even better if you take Adrenaline Surge so that the first action of every combat is you Rallying your team and giving them +2-4 initiative.

A decently optimized Leadership skill is ... what ... Charisma 8 + Leadership 6 + Rally 2 + Tailored Pheromones 3 + Clothing 2 = 21, right? That should be getting your team +3-4 initiative across the board for each of your Complex actions. That's way better than shooting again. With that, you can let real combat people shoot again, most likely.

drakir

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« Reply #2 on: <11-18-15/1518:22> »
This character should be able to go up to 17 dice rallying. (Cha 8 + skill 1 + cool resolve 1 + Authoritative Tone 2 + Clothing 2 + Pheromones 3). I think that's enough (and easy to  raise with karma)
Unsure what GM would say about using pheromones in this situation though. Of course if the other character is really close, but in a firefight what really is the range on pheromones? Not that great (especially outside)

The change to automatics I can do. Character is very influenced by a PC that's not mine in a group I'm playing in now. Hadn't built an adept with ware before. This is my version. I like tinkering as a mental exercise of sorts.
« Last Edit: <11-18-15/1537:43> by drakir »

falar

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« Reply #3 on: <11-18-15/1555:12> »
Cool Resolve only applies to Opposed Social skill tests. Rally is unopposed.

Where does Authoritative Tone come from? I couldn't find it easily.

Halinn

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« Reply #4 on: <11-18-15/1609:24> »
Where does Authoritative Tone come from? I couldn't find it easily.

Street Grimoire errata, replacing Commanding Voice.

drakir

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« Reply #5 on: <11-18-15/1621:34> »
Forgot about cool resolve only working on opposed tests (And Chummer is not helping me remember). I don't remember if Authoritative tone has the same problem but if I were GM I would not be hard to convince that it should work for rallying. Authority seems fitting on rallying...
Halinn is right that it is replacing the commanding voice in Street Grimoire on page 170, but it now costs 0,5 pp/level so must be better in some way. IIRC it is a bonus on every social skill initiated by the character. (can't be used defensively)
I could also move the improved skill to either negotiate or leadership to be even better at "facing".
« Last Edit: <11-18-15/1628:06> by drakir »

Halinn

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« Reply #6 on: <11-18-15/1740:00> »
Halinn is right that it is replacing the commanding voice in Street Grimoire on page 170, but it now costs 0,5 pp/level so must be better in some way. IIRC it is a bonus on every social skill initiated by the character. (can't be used defensively)

"Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains a +1 die to any Opposed Social Skill Test that they initiate (normal limits apply)"

There's also a Commanding Voice in Stolen Souls, that costs 1 pp and works more or less like 4E Commanding Voice (some changes, but the function is the same).

Danny Montanny

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« Reply #7 on: <11-18-15/1740:46> »
Your usage of Ptototype Transhuman is a bit off to me. The idea is that you get up to 1 point with no Essence cost is because you were grown that way. Using .5 from Synaptic Boosters and .5 for 2 ratings in used Muscle Toner, then throwing on a 3rd rating "after birth" is a bit wonky if you ask me.

drakir

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« Reply #8 on: <11-18-15/1809:25> »
@Danny
Yes. I started with rating 2 synaptic boosters but found that the money was not enough for everything I wanted and then in the mixture it ended up a bit off. Still rules legal I think but as you so eloquently put it,  "a bit wonky".

Halinn

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« Reply #9 on: <11-18-15/1818:06> »
I'm like, 90% sure that to upgrade bioware you need to take it completely out and have it replaced. Since it originally didn't cost essence, there's no essence hole for the new bioware to fill.

gradivus

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« Reply #10 on: <11-18-15/2016:13> »
I would change Adept to D and race to B [Elf(6)], you lose 4 skill points but you gain enough special points to bring magic to 6 and edge to 3.

Get rid of the locksmith and change pistols to automatics. (machine pistols).
I'd get the remington suppressor and trick it out (because it's 7p -1 and has a sound suppressor that's not forbidden).
You still need to get rid of 2 skill points so I'd chance clubs from 6(+2) to 5.

Personally I'd get rid of Prototype Transhuman and fit in Improved Attribute (Magic)...so you'll start with 7Magic and 2 edge. Buy only Alpha Muscle Toner{2} and Tailored Pheromones[3] and Alpha Reflex Recorder. Don't buy Synaptic Boosters. Now you have Magic 6 rework your powers to fit in Improved Reflexes. You'd save 73400 nuyen this way.

As far as contacts...a fixer, an ID manufacturer, a Knight Errant/Lonestar Dispatcher (whichever has majority contracts in your sprawl), and a talismonger
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adzling

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« Reply #11 on: <11-18-15/2255:38> »
here you go

before we get started ignore those fools telling you to swap out pistols for automatics.
as a face you must be chill and low key
hence pistol, a mono whip in your fingertip compartment and hard-to-detect bioware.

this elf bio adept face is focussed on impersonation and social engineering.
This is enabled by Tailored Pheromones 3, Auth. Tone 2, melanin, keratin and face control, Voice Control and Commanding Voice.

Dodge pool of 12 goes to 20 with Agile Defender.
Initiative gives him 2 actions with a chance to hit 3 actions occasionally.
He can pick up new languages just by listening to them for a few hours....
He grows very quickly post chargen due to JoAT and his lower level skills.
Pity his edge is only 1...

all key dicepools at 12 or higher...
12 dice with his monofilament whip weapon focus!!!
Commanding Voice 12! (most folks will drop their weapons as soon as he tells them)
sneaking (urban) 13
impersonation: 15 (17 with time to use disguise)
15 dice with his Savalette pistol which can shoot 6 rounds bursts as a complex action
con (fast talking): 19
leadership: 17 (and small unit tactics of 8 to synergize)
bargaining: 17


Cybered Elf Face
METATYPE: ELF
B 2, A 6/8, R 5/6, S 3, W 3, L 3, I 5, C 8, ESS 5.1, EDG 1, M 4
Condition Monitor (P/S): 9 / 10
Armor: 14
Limits: Physical 5, Mental 5, Social 13
Physical Initiative: 10/11+2D6
Active Skills: Con (Fast Talking +2) 2, Disguise 1, Etiquette 1, Exotic Melee Weapon: Monofilament Whip 2 (3), Gymnastics 1, Impersonation 2, Leadership 4, Negotiation (Bargaining +2) 2, Perception 1, Pistols (Semi-Automatics +2) 3, Sneaking (Urban +2) 3
Knowledge Skills: small unit tactics (Urban +2) 6, Street knowledge: Seattle 1
Languages: English N, Japanese 4, Sperethiel 4
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Adept, Agile Defender, Biocompatibility (Bioware), Jack of All Trades, Master of None, Mentor Spirit: Raven, Prototype Transhuman: Wanted, SINner (Corporate SIN): Renraku, Wanted
Adept Powers: Authoritative Tone (2), Combat Sense (1), Commanding Voice (12dicepool vs.  Willpower + Intuition), Facial Sculpt (4 hours) (1) (6dicepool), Keratin Control, Linguistics (8dicepool (Varies)), Melanin Control (5h), Traceless Walk, Voice Control (1) (14dicepool[5] vs. Voice rec. x 2 or PER + INT)
Augmentations:
   Fingertip Compartment
   Muscle Toner (Used) (2)
   Reflex Recorder (Used): Exotic Melee Weapon
   Smartlink (Used)
   Synaptic Booster (Prototype) (1) w/ Prototype Transhuman
   Tailored Pheromones (Prototype) (3) w/ Prototype Transhuman
Gear:
   Armor Jacket
   Ballistic Mask (Customized)
   Concealable Holster
   Contacts (3) w/ Flare Compensation, Image Link, Vision Enhancement (1)
   Cram
   Ear buds (3) w/ Audio Enhancement (2), Select Sound Filter (1)
   Matrix Systems GridGopher
   Micro-Tranceiver
   Novacoke
   Plastic Restraints x10
   Tool Kit, Disguise
Weapons:
   Savalette Guardian [Heavy Pistol, Acc 8, DV 8P, AP -5, SA/BF, RC 4, 12 (c)] w/ (50x) APDS, Flashlight, Low-Light, Gas-Vent System (3), Personalized Grip, Smartgun System, Internal
   Monofilament Whip Weapon Focus (1) [Exotic Melee Weapon, Reach 2, Acc 7, DV 12P, AP -8] w/ Weapon Focus (1)
Starting ¥: 955 + (1D6 × 20)¥
« Last Edit: <11-18-15/2322:57> by adzling »

drakir

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« Reply #12 on: <11-19-15/0256:21> »
@adzling
I think you have miscalculated somewhere or it's not a standard runner. What are your priorities? Even with 35 extra karma from negative qualities (corp SIN+wanted) (You are only allowed 25), I cannot reconstruct your adept.
My guessing is Meta D, Attributes A, Skills E, Money B, Magic C.
(In my calculations) Karma must go to raising your Magic (20), positive qualities (25) and binding weapon focus (3) which leaves 2 for skills and money. Not enough for what you have (still in my calculations which of course could be wrong).
Can you post where you spend your karma and prove me wrong please.

When you buy a weapon focus, can you skip buying the "real" weapon? Cheesy way to save the 10000 for a whip in that case.
« Last Edit: <11-19-15/0306:06> by drakir »

gradivus

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« Reply #13 on: <11-19-15/0301:40> »
@adzling, ad hominem attacks are neither helpful nor polite so you really should refrain from doing so in the future.

And if you only have one firearm skill, the reason automatics shine over pistols is that you can use machinepistols for concealabity, but if you know you need more punch or range than a pistol/machinepistol can give you than whip out the SMG or assault rifle.

If you limit yourself to just a pistol, what do you do when someone w/ a SMG, an assault rifle or a longarm is firing at you from 140+ meters away from you? With an 8 agility and scoring maximum hits, you still don't get close enough to shoot at them for two turns. the third turn you canrun and get a shot off. Assuming of course that the enemy doesn't move away from you as you move toward them- than you don't get to shoot turn 3 either.

 
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gradivus

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« Reply #14 on: <11-19-15/0423:02> »
Race   b   elf(6)
Attributes   b   20
Magic   d   Adept 2
Skills   e   18
Resources   b   275000
      
BOD   3   
AGI   8(12)   
REA   2(3)   
STR   4   
WIL   3   
LOG   1   
INT   5   
CHA   7   
EDG   3   
ESS   5.06   
MR   5

Qualities   
Biocompatability     
Bipolar   
Creature of Comfort: Middle Lifestyle   
Jack of All Trades   
Low Light Vision   
Mentor Spirit: Dragonslayer    
Quick Healer   
Restrcted Gear   
Signature: Origami Dragon   
   note:the character only gets 25 Karma but it's actually a total of 27 Karma in Negatives.   

Active Skills            
Artisan 1 (2 Karma)
Athletics SG 1 (5 Karma)
Automatics 6
Close Combat SG 1 (5 Karma)
Con    6
Etiquette 1 (2 Karma)
Exotic Weapon\Monofilament Whip 1 (2 Karma)
Leadership 1 (2 Karma)
Negotiations 6
Perception 1 (2 Karma)
Stealth SG 1 (5 karma)

Adept Powers
Danger Sense Free
Enhanced Accuracy (Monofiament Whip) Free
Improved Reflexes [1] 1.5
Combat Sense [1] .5
Facial Sculpt [1] .25
Authoritative Tone [3] 1.5
Commanding Voice 1
Linguistics ,25

Augmentations
47000   Genetic Optimization- AGI      
153600   Alpha Muscle Toner [4]      
3600   Alpha Fingertip Compartment      
10000      w/Monofiament Whip

Gear
17750 Sleeping Tiger w/Electrochromatic Modification, Ruthenium Polymer Coating [3],
                 Non- conductivity [5], Shockweave,  Auo-injector   
1800 Remington Suppressor w\Sound Suppressor   
      Internal Smartgun system, Low-light Flashlight, Personalized grip
13000 Fake ID [4} w/   
       High Level Security*, Adept, Firearm, Carry\Coceal and Bioware Licences

                *Fancy lingo for Professional Bodyguard.

Unspent money: 28250


 For this character I'd initiate first (masking)
turn the Monofiament Whip into a weapon focus
 increase  magic to 6 for another pp (improved reflexes [2]) 
take advantage of JOAT to improve all those 1 skills.
then initiate until it would cost more than it would cost to raise magic to 7

 
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