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Bow Adept/Face/Unarmed attack perhaps?

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adzling

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« Reply #30 on: <03-27-16/0959:33> »
well if you can replace Improved Reflexed with Synaptic Accellerator 2 or 3 then you just got back 3.5pp to spend.

For face you'll want Authoritative Tone 3, maybe Cool Resolve 1.
It's probably worth the extra essence loss to get Tailored Pheromones 3.

Commanding Voice is exclnt.

+ There a bunch of other face powers that can let you change your form physically to look like other people.

Whiskeyjack

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« Reply #31 on: <03-27-16/1131:29> »
well if you can replace Improved Reflexed with Synaptic Accellerator 2 or 3 then you just got back 3.5pp to spend.
I wouldn't  :P Simply because then your way to get AGI boosting is the terrible adept power, compared to cheap toner. Toner and tailored pheromones and bone aug are probably the go-to things with ware imo. Especially with so much money.

For face you'll want Authoritative Tone 3, maybe Cool Resolve 1.
Personally I feel like you can quickly get into overkill territory with this stuff.

It's probably worth the extra essence loss to get Tailored Pheromones 3.

Commanding Voice is exclnt.
On these 2 - definitely.
Playability > verisimilitude.

Pap Renvela

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« Reply #32 on: <03-27-16/2214:17> »
Another suggestion:

Take Prototype Transhuman and buy Bone Density[4] alpha grade (fits in at .96 ess) 24k

Instead of 20 points on Warrior's Way,
Go 15 on Burnout's Way and 5 on Biocompatability(Bioware).
Now all that bioware you buy at standard price is .7*normall ess cost.

Muscle Toner[4] .6ess 128k
Muscle Augmentation [2] .6ess 124k
Synaptic Boosters [2] .8ess 190k

You have lost 2 magic, so you are eithe 4 MR or 5 MR with Exceptional Attribute.
Assuming 4:
Combat Sense[4]
Improved Ability (probably Archery) [3]
Authoritative Tone [2]
And of course you can initiate twice and raise magic twice with the karma.
You get 2 power points from raising Magic plus 2 choices from Initiation (I'd go 1 PP and Masking).
With the 3 addition PP I'd increase Combat Sense[6] and get Improved Ability(Unarmed)[3]

Total money spent: 466 k

That leaves you with 234k. Don't spend it all on a fancy car :)






Reklawyad

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« Reply #33 on: <03-29-16/0106:36> »
Another suggestion:

Take Prototype Transhuman and buy Bone Density[4] alpha grade (fits in at .96 ess) 24k

Instead of 20 points on Warrior's Way,
Go 15 on Burnout's Way and 5 on Biocompatability(Bioware).
Now all that bioware you buy at standard price is .7*normall ess cost.

Muscle Toner[4] .6ess 128k
Muscle Augmentation [2] .6ess 124k
Synaptic Boosters [2] .8ess 190k

You have lost 2 magic, so you are eithe 4 MR or 5 MR with Exceptional Attribute.
Assuming 4:
Combat Sense[4]
Improved Ability (probably Archery) [3]
Authoritative Tone [2]
And of course you can initiate twice and raise magic twice with the karma.
You get 2 power points from raising Magic plus 2 choices from Initiation (I'd go 1 PP and Masking).
With the 3 addition PP I'd increase Combat Sense[6] and get Improved Ability(Unarmed)[3]

Total money spent: 466 k

That leaves you with 234k. Don't spend it all on a fancy car :)

I'm going to go this route as I was adding up my adept powers and screwed myself with the Warriors way, forgot you can only get discounts for every 2 points of MR you have, that's only three discounts at the start, just not worth it.

I'll punch in these new stats and see what I can come up with tomorrow thanks!

Reklawyad

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« Reply #34 on: <04-09-16/0959:43> »
Info ==
Street Name:
Name: Bon
Movement: 20/40
Karma: 107
Street Cred: 10
Notoriety: 0
Public Awareness: 0
Human M Age 27
Height 5" 11 Weight 220
Composure: 8
Judge Intentions: 10
Lift/Carry: 14 (135 kg/90 kg)
Memory: 5
Nuyen: 272184

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 100,000¥

== Attributes ==
BOD: 5
AGI: 6 (10)
REA: 5 (8)
STR: 5 (9)
CHA: 5
INT: 3 (5)
LOG: 2
WIL: 3
EDG: 3
MAG: 7 (5)

== Derived Attributes ==
Essence:                   4.01
Initiative:                8 (13) + 4d6
Rigger Initiative:         13 + 4d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      13 + 4d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         10

== Limits ==
Physical:                  11
Mental:                    4
Social:                    10
Astral:                    10

== Active Skills ==
Animal Handling            : 0                      Pool: 4
Arcana                     : 5                      Pool: 7
Archery                    : 6 [Bow]                Pool: 16 (18)
Armorer                    : 0                      Pool: 1
Automatics                 : 0                      Pool: 9
Blades                     : 0                      Pool: 9
Clubs                      : 0                      Pool: 9
Computer                   : 0                      Pool: 1
Con                        : 0                      Pool: 4
Cybercombat                : 0                      Pool: 1
Demolitions                : 0                      Pool: 1
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 4
Escape Artist              : 0                      Pool: 9
Etiquette                  : 5                      Pool: 12
First Aid                  : 0                      Pool: 1
Forgery                    : 0                      Pool: 1
Free-Fall                  : 0                      Pool: 4
Gunnery                    : 0                      Pool: 9
Gymnastics                 : 6                      Pool: 16
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 9
Impersonation              : 0                      Pool: 4
Instruction                : 0                      Pool: 4
Intimidation               : 0                      Pool: 4
Leadership                 : 5                      Pool: 12
Longarms                   : 0                      Pool: 9
Navigation                 : 0                      Pool: 4
Negotiation                : 5                      Pool: 14
Perception                 : 6 [Visual]             Pool: 11 (13)
Performance                : 0                      Pool: 4
Pilot Ground Craft         : 0                      Pool: 7
Pilot Watercraft           : 0                      Pool: 7
Pistols                    : 0                      Pool: 9
Running                    : 0                      Pool: 8
Sneaking                   : 6 [Urban]              Pool: 16 (18)
Survival                   : 0                      Pool: 2
Swimming                   : 0                      Pool: 8
Throwing Weapons           : 0                      Pool: 9
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 6                      Pool: 18

== Knowledge Skills ==
                           : 0                      Pool: 0
Alcohol                    : 3                      Pool: 8
English                    : N                      Pool: 0
Magical Theory             : 3                      Pool: 5
Mandarin                   : 4                      Pool: 9

== Contacts ==
Audrey; Fence (3, 3)
Bill; Fixer (4, 5)
Francis; Infobroker (4, 3)
Weasal; Bartender (4, 4)

== Qualities ==
Adept
Allergy (Common, Mild) (Nuts)
Bad Luck
Biocompatability (Bioware)
Creature of Comfort (Middle)
Mentor Spirit (Shark)
Poor Self Control (Combat Monster)
Prejudiced (Specific, Biased) (Technomacer)
Prototype Transhuman
The Burnout's Way

== Powers ==
Combat Sense Rating: 5
Cool Resolve Rating: 2
Improved Ability (skill) (Negotiation) Rating: 2
Improved Potential (Social) (Social)
Killing Hands
Penetrating Strike Rating: 4

== Lifestyles ==
Home  4 months

== Cyberware/Bioware ==
Cerebellum Booster Rating 2
Muscle Augmentation Rating 4
Muscle Toner Rating 4
Striking Callus Rating 4
Synaptic Booster Rating 3
Tailored Pheromones Rating 3

== Armor ==
Actioneer Business Clothes          8
   +Electrochromic Clothing
Armor Clothing                      6
Armor Jacket                        12
   +Chemical Protection 4
   +Fire Resistance 4
   +Insulation 4
Armor Vest                          9
Chameleon Suit                      9
   +Thermal Damping 4

== Weapons ==
Bow (Rating 9)
   Pool: 16 (18)   Accuracy: 6   DV: 11P   AP: -2   RC: 4
Unarmed Attack
   Pool: 18   Accuracy: 11   DV: 11P   AP: -   RC: 4

== Martial Arts ==
Turkish Archery
   +Called Shot (Pin)

== Commlink ==
Erika Elite (ATT: 0, SLZ: 0, DP: 4, FWL: 4)
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)

== Gear ==
Arrow: Barbed Head (Bows) Rating 1 x100
Arrow: Explosive Head (Bows) Rating 1 x100
Arrow: Monotip Head (Bows) Rating 1 x100
Arrow: Stick-n-Shock w/Static Shaft (Bows) Rating 1 x100
Backpack (Nice)
Camera Rating 1
Certified Credstick, Gold Rating 1
Certified Credstick, Standard
Certified Credstick, Standard
Climbing Gear
Contacts Rating 3
Contacts Rating 3
Datachip x50
Duffel Bag (Nice)
Duffel Bag (Nice)
Earbuds Rating 3
Fake SIN (Bug Out) Rating 1
Fake SIN (Bug Out 2) Rating 1
Flashlight x3
Flashlight, Low-light x3
Gecko Tape Gloves
Lockpick Set
Long Haul x4
Medkit Rating 3 x3
Micro-Transceiver x2
Quickdraw Quiver
Restraint, Metal x3
Restraint, Plastic x10
Security Tags x20
Slap Patch, Antidote Patch Rating 4 x5
Slap Patch, Stim Patch Rating 4
Slap Patch, Tranq Patch Rating 5 x4
Slap Patch, Trauma Patch
Standard Rope (100m) x4
Stealth Tags x10
Subvocal Mic x2
Survival Kit
Tag Eraser

== Vehicles ==
Mercury Comet
   +Sensor Array Rating 2


Here's the created FINAL version. Thank you all for your help. After much debate and actual use, I changed the Acting Skill group to the Influence group and just went with some of the Adept powers going towards Negotiations. I also purchased a car as well. I went with the increased Arcana so that will help me in the future when I want to gain more initiation levels. Adept power vise I really like the extra power points from going with Synaptic Booster over the Adept powers, that's really nice little combo. The addition of Biocompatability, Transhuman and Burnout is just wrong on so many levels I love it. I'm hoping having that extra essence loss isn't going to screw me in the end since I won't be able to raise my MAG up to the full potential, but there had to be some drawback or everyone would be doing that.

As far as the Negative Qualities, I really like the Bad Luck quality for in game purposes. Sure if you spend an edge you can REALLY screw yourself but sometimes you need to have that little uncontrollable in a game me thinks.

Backstory wise I'm still working out the kinks, but basically he's a test tube baby and was "rescued" when a team came into the facility to break out the subjects (one of them was a Technomancer who hired multiple Shadowrun teams to come into the lab to rescue them and were instructed to take out any other adversaries in their way, so multiple deaths from multiple teams as well as loss of life at the facility while the Technomancer got away free and clear).

So thanks again everyone for the help. It was much appreciated and helped me to iron out the details and make a good all around Bow/Face/Unarmed Adept. I think this will be a great character to play for a long time!


Whiskeyjack

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« Reply #35 on: <04-09-16/1110:38> »
If you're not going to use arcana until the long term it's better to raise it with karma and use the points now on stuff that matters now. Just sayin. With your build a little Con will go a LONG way.
Playability > verisimilitude.

Spooky

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« Reply #36 on: <04-10-16/1720:18> »
Another suggestion: trade unarmed for exotic weapon: melee bow. That's what I had my player do when he built an "oliver queen" orc character, in order to give him that melee bow smash ability that Arrow has in the show. Or mix n match those points a bit, such as 3:3 or 4:2, whatever works for you.
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?