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I've no fraggin idea what i'm doing: Mystic Adept help wanted!

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SleazyBakeOven

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« on: <04-05-16/2000:41> »
Hey y'all!

So, i have a character idea, but i don't know how to go about it. I want to build a Mystic Adept with a physical focus and specializes in bladed weapons, preferably with a fairly high magic rating and not too much cybernetics (though i do plan to run Prototype Transhuman, as it's a part of the character idea I have going on)

I ask for help because
1.I know piss-all about magic and building magic characters
2. I keep hearing horror stories about how underpowered adepts can be, and I don't know how I can make a melee character that can keep from lagging woefully behind a super-chromed up troll with huge axe.

We are using the priority system, standard level runner, with availiability 12.

Any help is appreciated!!!

Whiskeyjack

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« Reply #1 on: <04-05-16/2002:49> »
Gonna be That Guy and say MysAd (spells + spirits + PP) + blades (+ stats to support blades) + PT = probably trying to do too much
Playability > verisimilitude.

SleazyBakeOven

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« Reply #2 on: <04-05-16/2107:24> »
Ok, I see. But, if i removed PT, since i'm not as married to it as other parts of my character, could I still make something, yknow, good and viable?

Whiskeyjack

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« Reply #3 on: <04-05-16/2143:31> »
My impression is that PT would be very closely tied, if not essential, for the blades part.

The way I see it you have two main options:

-Be a traditional Castaspella-with-spirits type MysAd, where your PP boost various things but not combat
-Be a bioadept who doesn't cast spells

Trying to do both of these things is a huge drain on prio resources, incredibly MAD, using different sets of skills, therefore I think it's maybe impossible to do it all at chargen.
Playability > verisimilitude.

SleazyBakeOven

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« Reply #4 on: <04-05-16/2157:51> »
ok. Is it possible for a regular adept to "Awaken" into a Mystic Adept?

Whiskeyjack

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« Reply #5 on: <04-05-16/2205:53> »
Nope
Playability > verisimilitude.

SleazyBakeOven

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« Reply #6 on: <04-05-16/2210:40> »
ok, i'm willing to shed the mystic adept route and go full adept.

How can i, know, make that work?

gilga

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« Reply #7 on: <04-06-16/0310:09> »
It is not that difficult really, tough adding augmentation would be difficult as it requires you more resources. You will have to take some in debit and stick to cheap augmentations (I went with bone density augmentation).

Here is an example with sum 2 10.

In a gist you have focused concentration 1 for elemental aura spell to augment unarmed damage. (and a cool factor - electricity/fire/radiation(?!) strikes).  I did not give you ranged weapon skill because you can use spells.

Unarmed:
5 agility + 6 skill + 2 spec + 2 mentor = 15 dice in your favorite method.
Damage:
8 strength + killing hands 1 + critical strike 1 + bone density augmentation 2 = 12 (13 if you take striking callus - my chummer did not include that.)

Need more unarmed damage? cast elemental aura at force 1 with reagents to set the limit ( you can sustain it with focused concentration) - on average you get 4 hits so your unarmed attacks just got into the domain of 16 (or 17) with an elemental effect. - You are comparable to the cyber troll with the axe.
 
For range combat you have 6 magic + 6 skill + 2 spec + 2 mentor = 16 dice at range so you are also dangerous at a long range.

 so you should be really good for fighting, you have 14 dice to dodge bullets and  5 body/willpower + 3 armor from bio augmentations - so you are quite durable. If you need more than that you have improve intuition but then you'll take -2 sustaining penalty. (or have a spirit cast it on you).

Your initiative is always very good with improve reflexes 3.

The rest of the spells are utility to make up for low skills - such as levitate invisibility, heal, illusions - they are not meant for combat but to give you interesting things to do outside combat and round out your playing experience.

== Info ==
Name: Unnamed Character           Alias:
Ork                               Movement: 10/20
                                  Composure: 7
Street Cred: 0                    Judge Intentions: 7
Notoriety: 0                      Lift/Carry: 13 (120 kg/80 kg)
Public Awareness: 0               Memory: 7
Karma: 0                          Nuyen: 21000
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: B(3) - Any metatype
Attributes: A(4) - 24 Attributes
Special: B(3) - Adept, Magician, or Technomancer
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Summoning
Bonus Skill: Spellcasting

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

== Derived Attributes ==
Essence: 6                        Initiative:           10 (13) + 4d6
Physical Damage Track: 11         Rigger Init:          13 + 4d6
Stun Damage Track: 11             Astral Init:          10 + 2d6
Physical: 10                      Matrix AR Init:       13 + 4d6
Mental: 5                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 5                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 5

== Active Skills ==
Assensing (Aura Reading)          Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Perception (Visual)               Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Sneaking (Urban)                  Base: 2  + Karma: 0  = 2   Pool: 7 (9)
Spellcasting (Combat)             Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Summoning (Spirits of Fire)       Base: 4  + Karma: 0  = 4   Pool: 10 (12)
Unarmed Combat (Cyber Implants)   Base: 6  + Karma: 0  = 6   Pool: 13 (15)

== Knowledge Skills ==

== Qualities ==
Code of Honor (Orks)
Focused Concentration (Rating 1)
Gremlins (Rating 1)
In Debt VI
Low-Light Vision
Mentor Spirit (Shark)
Mystic Adept
Prototype Transhuman
Wanted (Evo)

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (10))
[Element] Aura (Limited) (Fire) DV: F-1
Ball Lightning             DV: F-1
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase [Attribute] (INT) DV: F-3
Levitate                   DV: F-2
Stunbolt                   DV: F-3

== Powers ==
Astral Perception
Combat Sense Rating: 1
Critical Strike (Unarmed)
Improved Reflexes 3
Killing Hands

== Cyberware/Bioware ==
Bone Density Augmentation Rating 3

== Weapons ==
Unarmed Attack
   Pool: 13       Accuracy: 10    DV: 11P      AP: -     RC: 4
« Last Edit: <04-06-16/0312:12> by gilga »

Hobbes

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« Reply #8 on: <04-06-16/1102:00> »
Standard Physical Adept with Prototype Transhuman, no prob.  Something like Stats A, Magic B, Resources C, Skills D, Meta E will get you there.  Be prepared to throw about 30 Karma at skills during char gen though.  22 points without group skills doesn't go far.  Sneak, See, Stab, 'bout it.

Standard Spellslinging Mystic Adept, also no problem, you can even carry a gun and be pretty good at it.  Magic A, Skills B, Stats C, Resources/Meta D/E. 

Spellslinging Melee Mystic Adept, gah.  Monowhip or Shock Gloves and you're likely a pretty mediocre spellslinger.  You're coming up short somewhere.  Throwing PT on top is rough.  Mystic Adepts typically chew up 30 Karma for PP leaving you 20 for everything else.

You certainly can do it, but you'll be missing important spell casting skills like Binding and/or Counterspelling.  And you're not going to have staples like Focused Concentration, or a couple Karma to throw at Nuyen for Fake SINs, Vehicles, Lifestyles, ect.  Armored Jacket and a Combat Knife, go get 'em tiger!

A melee focused MySad is certainly doable though if you're willing to short spellcasting in favor of melee.  You can pick up that fancy light saber spell from Hard Targets if you don't want to go with Monowhip or Shock Gloves.  It should be more or less okay, its the PT that will hamper you.  Stats A, Magic B, Skills C, Meta D, Resources E ?  Maybe?  if you want to drop PT.  Pick up Combat focused Powers and probably dabble in Alchemy and carry a few buff preps, and go with a lightsaber.  You'll be an effective melee character with a Spirit side kick, but you're not a Mage.




SleazyBakeOven

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« Reply #9 on: <04-06-16/1114:11> »
Ok, it seems like sword-based MysAd is too ambitious

So, lets say I dropped that aspect of thing, and went full physical adept w/ PT and a blades specializaton

How could I make that work?

Hobbes

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« Reply #10 on: <04-06-16/1139:14> »
"Standard Physical Adept with Prototype Transhuman, no prob.  Something like Stats A, Magic B, Resources C, Skills D, Meta E will get you there.  Be prepared to throw about 30 Karma at skills during char gen though.  22 points without group skills doesn't go far.  Sneak, See, Stab, 'bout it."

SleazyBakeOven

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« Reply #11 on: <04-06-16/1144:39> »
I mean yeah, I got that part, but I meant more specifically. What are good powers to get? what should be avoided? is elemental strike/attack good and can it be applied to melee weapons other than unarmed? should I get cyberware/bioware beyond what I get for PT? what bioware should i get with PT?

Beta

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« Reply #12 on: <04-06-16/1205:00> »
The fundamental issue with any melee based build is that, while they may be able to do all the damage and hit anything when in melee range, getting in melee range without being weighted down by lead (or worse, encumbered by spirits or cooked by spells) can be a challenge.  It works great for an NPC to give a big fright to the PC characters "If that fragging thing gets within a few metres we're toast!" but it is a challenging niche for a PC.  (every time I consider such a build, I think back to the scene in Indiana Jones where he encounters a sword master, and just shoots him)

Not saying that it can't be done, but you really should be giving thought to both:
- what tricks do you have for getting in melee range, and
- what else can you do to help the party?

I think that the build will be most satisfying, in the end, when it integrates those three factors.

Which is where being a mysad can be good news, as you can have spells that help the party (healing, for example), help you get close to people (mask, invisibility, levitate, etc), and that can do things when you are not in melee combat (throw combat spells, buff other party members, etc).  Also even small spirits can notably help both move speed and ability to sneak past people, so even weak summoning can help with that closing the gap factor.  There are lots of other ways to do things too, just throwing that out as one way you could do it (just don't try to be an all purpose caster, strong summoner, and a sword master -- as already said, that would be spreading yourself too thin)

Hobbes

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« Reply #13 on: <04-06-16/1246:03> »
I mean yeah, I got that part, but I meant more specifically. What are good powers to get? what should be avoided? is elemental strike/attack good and can it be applied to melee weapons other than unarmed? should I get cyberware/bioware beyond what I get for PT? what bioware should i get with PT?

Pick your weapon first.  If it's a classic muscle powered weapon that will drive your allocation choices.  Either is valid. 

PT - Muscle Toner, Used or Omega if your table lets you.  After that I like OrthoSkin or Damage Compensators.  Bi-lateral Co-processor is also useful for some characters.

Adept Powers is +3 Dice in whatever weapon you're using, 2 levels Attribute boost Agility and Improved Reflexes 2 is a good start, leaves you with 1.5 PP to fiddle with and whatever you get from your Mentor Spirit.  For a character short on ranged weapons I like Wall Running and Hangtime, others may go with the assorted throwing or Archery powers.  If you're an unarmed adept there are a bunch of Killing Hands based powers.

Cyberberware, just say no.

Stats, Max Agility, then Reaction and Intuition, at least 3 Body, 3 Will, and then if you're a muscle powered melee build go Str, otherwise Cha.  Logic is as low as you want. 

Positive Qualities, Mentor Spirit, usually can't go wrong.

Skills, Sneaking, Perception, and Hit stuff, and then you're quite likely about out of skill points.

Martial Arts, there are a couple of good techniques but depend on your weapon type. 

SleazyBakeOven

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« Reply #14 on: <04-06-16/1250:59> »
excellent, thank you!

for weapon types i'm thinking a sword; I have a sort of "wandering swordsman" vibe for this character, i think