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

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Mestoph

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« Reply #15 on: <04-06-16/1610:58> »
excellent, thank you!

for weapon types i'm thinking a sword; I have a sort of "wandering swordsman" vibe for this character, i think
if you are still interested in casting spells/summoning you can go "jedi" way with power/manablade.

Hobbes

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« Reply #16 on: <04-06-16/1654:06> »

if you are still interested in casting spells/summoning you can go "jedi" way with power/manablade.

I keep meaning to build that character...  MySad, Int tradition, Agility, Int, Reaction are your "must have" stats.  Witness my Hate?  Spellcasting, Summoning, Melee Skill, Alchemy Buffs.  Heal, Invisibility and Levitate for utility and call it a day.  Really not a lot needed.  Can't imagine it being terribly effective though.  Huge on Style points.

drakir

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« Reply #17 on: <04-07-16/1358:20> »
My try at building what you maybe want.   
As is (s)he has 19 dice with a weapon focus Katana and does 11P damage.  ;D 
Thanks to uber initiative practically guaranteed to have 3 (possibly 4) passes a turn. 15 dice to dodge attacks (before Full Defense). I would not want to have to fight this guy... 

Priorities: Attributes A, Money B, Magic C, Meta D, Skills E
Attributes: Bod 3, Agi 6(8 ), Rea 5(8 ), Str 5(7), Cha 3, Int 5(6), Log 2, Wil 3, Magic 6, Edge 2, Init: 14+4D6
Qualities: Prototype Transhuman and 25 points of negatives
Augmentations: Muscle Toner 2, Muscle Augmentation 2, Cerebellum Booster 1
Skills:   (Better than I expected at start)
16(18) Blades 6 + spec Swords (included +2 from adept ability)
10(12) Automatics 2 + spec Submachine Guns
12        Spellcasting 6
7(9)     Perception 1 + spec Visual
4          Etiquette 1 (karma)
9          Sneaking (Stealth Group 1 with karma)
9          Palming (Stealth Group 1 with karma)
7          Disguise (Stealth Group 1 with karma)
Spells: 5 at your choice. Suggestions: Imp Invisibility, Heal, Trid Phantasm, Ball Lightning, Levitate
Adept Abilities: Improved Reflexes 3, Combat Sense 1, Critical Strike (Blades) 1, Heightened Concern, Imp Ability Blades 2
Gear: Katana (Weapon Focus rating 1),
Money left after Weapon Foci: 91000 nuyen so plenty to spend on Armor, Vehicle, Lifestyle, SIN and other gear.

Hope this helps. I think it's fun to tinker with Chummer...   

Editing in some afterthoughts:
Choose an Intuition based Tradition (Chaos Magic and Druid are the most common.)
If you skip Automatics you cold put those points in Summoning instead. I would choose a spec in Spirits of Man. Spirits are very useful and you would have enough dice to summon Force 5 Spirits at least.

If you want more drain dice, move points from Charisma and/or Strength to Willpower and maybe Agility to Intuition. (With added bonus even more dodge dice when using Full Defense.

Another way to get even better at dodging is to skip Palming and Disguise for Agile Defender. Dodging with up to 23 dice will make it a bit hard to hit you.
« Last Edit: <04-07-16/1710:12> by drakir »

FancyDerek

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« Reply #18 on: <04-07-16/1403:18> »
Personally, if you are going to go melee I'd go combat senses [6] as avoiding being shot while closing is your biggest challenge.
Combine that with high reaction/intuition and a third stat (usually Agile Defender gets thrown here since you want your AGI as high as possible).

Because you want to close as fast as possible you want high AGI (Elf)... the wakayambi metavarient possibly.
Alternately, since this is a melee build, satyr is a possibility as their run rate coupled with bod/str increase all work for you.

Of course, if you want prototype human, then meta E (human) is probably where you are going.






FancyDerek

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« Reply #19 on: <04-07-16/1413:46> »
My try at building what you maybe want:    As is (s)he has 19 dice with the Katana and does 11P damage. (And that goes for Spirits too!)  ;D  Thanks to uber initiative almost guaranteed to have 3 (possibly 4) passes a turn. I would not want to have to fight this guy...

Priorities: Attributes A, Money B, Magic C, Meta D, Skills E
Attributes: Bod 3, Agi 6(8 ), Rea 5(8 ), Str 5(7), Cha 3, Int 5(6), Log 2, Wil 3, Magic 6, Edge 2, Init: 14+4D6
Qualities: Prototype Transhuman and 25 points of negatives
Augmentations: Muscle Toner 2, Muscle Augmentation 2, Cerebellum Booster 1
Skills:   (Better than I expected at start)
16(18) Blades 6 + spec Swords (included +2 from adept ability)
10(12) Automatics 2 + spec Submachine Guns
12        Spellcasting 6
7(9)     Perception 1 + spec Visual
4          Etiquette 1 (karma)
9          Sneaking (Stealth Group 1 with karma)
9          Palming (Stealth Group 1 with karma)
7          Disguise (Stealth Group 1 with karma)
Spells: 5 at your choice. Suggestions: Imp Invisibility, Magic Fingers, Trid Phantasm, Ball Lightning, Levitate
Adept Abilities: Improved Reflexes 3, Combat Sense 1, Critical Strike (Blades) 1, Heightened Concern, Imp Ability Blades 2 (this last one may be over the top...)
Gear: Katana (Weapon Focus rating 1),
Money left after Weapon Foci: 91000 nuyen so plenty to spend on Armor, Vehicle, Lifestyle, SIN and other gear.

Hope this helps. I think it's fun to tinker with Chummer...   

If you are only going to get 18 skill points:
Spellcasting 6
Summoning 6
Blades 6
The specializations can wait for post chargen.

manabolt or manaball should be in every spellcaster's repertoire IMHO.


Hobbes

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« Reply #20 on: <04-07-16/1423:36> »

Because you want to close as fast as possible you want high AGI (Elf)... the wakayambi metavarient possibly.
Alternately, since this is a melee build, satyr is a possibility as their run rate coupled with bod/str increase all work for you.


Her name is Snowflake and she is very silly.  40mph foot speed at a jog, able to leap a two story building without even rolling dice. 

http://forums.shadowruntabletop.com/index.php?topic=23876.msg443323#msg443323

Did I mention the monowhip? 



drakir

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« Reply #21 on: <04-07-16/1436:59> »
@ FancyDerek
The specializations are actually a lot of Karma (7) and takes forever to train (1month). I wouldn't want to be without Perception, arguably the most used skill. (Especially with the no surprise clause in Combat Sense).

I agree though that Summoning is a Very strong skill. It wasn't mentioned specifically by OP so I skipped it. 18 skillpoints is not much and you have to prioritize...
I have since edited in a suggestion for summoning.
« Last Edit: <04-07-16/1719:22> by drakir »

Whiskeyjack

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« Reply #22 on: <04-07-16/1833:57> »
Some of these builds are getting into painful territory. A gish with MAG C isn't a gish.

This is what I was talking about when I said it was trying to do too much. Sure you might be able to find a build that accommodates it all, but what actually winds up on the page is actually rather shitty because it's making too many sacrifices to fill too many jobs.

manabolt or manaball should be in every spellcaster's repertoire IMHO.
stunbolt/stunball >>>>
« Last Edit: <04-07-16/1836:01> by Whiskeyjack »
Playability > verisimilitude.

SleazyBakeOven

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« Reply #23 on: <04-07-16/1857:00> »
ok, well if these builds aren't very good, can you recommend a good sword-based PhysAdept build?

Whiskeyjack

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« Reply #24 on: <04-07-16/2032:51> »
ok, well if these builds aren't very good, can you recommend a good sword-based PhysAdept build?
I'm on a mac and refuse to do the 40-step install for hummer, but I'll write one up in the next day or so. There have been good pure PhysAd archetypes given in this thread already tho.
Playability > verisimilitude.

Hobbes

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« Reply #25 on: <04-08-16/0950:22> »
Trade out the Knives for Swords and you're on your way.  As you get karma you can quickly expand the B&E or Social skills. 

I specifically went for simple over effective with this character.  There are more optimal power or augmentations that will get you a few more dice here or there.  But this build doesn't care about Background Count, nothing to fiddle with, just pick up and go.

If you're a "Melee First" kind of character you'll want either the Power Rapid Draw or the Martial Art that lets you quick draw swords.  Either is easily fit into the build.  Mentor Spirit, Negative Qualities, Knowledge Skills and Contacts are all easily swapped around to whatever fits your character idea best.

== Info ==
Movement: 18/36
Karma: 4
Human
Composure: 8
Judge Intentions: 10
Lift/Carry: 10 (105 kg/70 kg)
Memory: 4
Nuyen: 290

== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: D - 22 Skills/0 Skill Groups
Resources: C - 140,000¥

== Attributes ==
BOD: 3
AGI: 6 (9)
REA: 5 (8)
STR: 5 (7)
CHA: 5
INT: 5
LOG: 1
WIL: 3
EDG: 3
MAG: 5

== Derived Attributes ==
Essence: 5.01
Initiative: 10 (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: 10
Stun Damage Track: 10

== Limits ==
Physical: 9
Mental: 4
Social: 7
Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Astral: 7

== Active Skills ==
Blades : 6 [Knives]  Pool: 16 (18)
Running : 1 Pool: 8
Intimidation : 1 Pool: 8
Perception : 6 Pool: 11
Pistols : 6 [Revolvers]  Pool: 15 (17)
Sneaking : 6 Pool: 15

== Knowledge Skills ==
English : N  Pool: 0
Military : 3 Pool: 8
Small Unit Tactics : 6 Pool: 11
Spanish : 3 Pool: 8

== Contacts ==
; Fixer (5, 1)
; Coyote (3, 3)
; Street Doc (2, 1)

== Qualities ==
Adept
Astral Beacon
Distinctive Style
Family Curse
Jack of All Trades Master of None
Mentor Spirit (Thunderbird)
Phobia (Uncommon, Mild) (Confinment)
Prejudiced (Specific, Biased) (Aztechnology)
Prototype Transhuman
SINner (National) (Aztlan)
Superhuman Psychosis

== Powers ==

Critical Strike (Blades)
Hang Time Rating: 1
Improved Reflexes 3
Magic Sense
Nimble Fingers
Wall Running

== Cyberware/Bioware ==
Datajack - Alpha
Muscle Augmentation Rating 2 - Used
Muscle Toner Rating 3 - Used
Orthoskin Rating 2
Smartlink- Alpha

== Armor ==
Armor Jacket12
Custom Ballistic Mask2
+Gas Mask
+Single Sensor Rating 2
+Ultrasound Rating 2

== Weapons ==
Combat Knife
+Personalized Grip
Pool: 16 (18) Accuracy: 7 DV: 11 PAP: -3 RC: 4

Ruger Super Warhawk
+Personalized Grip
+Smartgun System, Internal
+Speed Loader
+Speed Loader
+Speed Loader
Pool: 15 (17)Accuracy: 8DV: 9PAP: -2RC: 4
Unarmed Attack
Pool: 8Accuracy: 9DV: 7SAP: -RC: 4

== Gear ==
Ammo: APDS (Heavy Pistols) x10
Ammo: Explosive Rounds (Heavy Pistols) x10
Ammo: Stick-n-Shock (Heavy Pistols) x10
Cheap Pre-paid Commlink x5
Contacts Rating 3
+Flare Compensation
+Image Link
+Vision Magnification
Earbuds Rating 3
+Audio Enhancement Rating 3
Fake SIN (Maria) Rating 3
+Fake License (Adept License) Rating 3
+Fake License (Concealed Carry Permit) Rating 3
+Fake License (Restricted Cyberware License) Rating 3
Monocle Rating 4
+Thermographic Vision
+Vision Enhancement Rating 3
Survival Kit

== Vehicles ==
Yamaha Growler (Off-Road Bike)
+Sensor Array Rating 2

== Karma Expenses ==
-10 Nuyen
-15  +1 Body
-2  +1 Intimidation
-2  +1 Running
-17 Positive Qualities
+25 Negative Qualities

4 Karma Remaining

Mechanical Notes: The intention here was simplicity.  Just woke up from the tank kind of character.  Background count, what's that?  Juggling the Powers and 'ware, possibly adding minor boost drugs and changing around the qualities a bit would result in a “Better” character.

drakir

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« Reply #26 on: <04-08-16/1133:13> »
I don't think you can put "used" bioware in the Transhuman "part". And you can't ever upgrade the bioware that's in the Transhuman "part" of your body. What's there when you were "created" is it. Of course more cyber and bio can be installed in your body, just not in the transhuman part (pay essence as normal).

Hobbes

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« Reply #27 on: <04-08-16/1202:29> »
I don't think you can put "used" bioware in the Transhuman "part". And you can't ever upgrade the bioware that's in the Transhuman "part" of your body. What's there when you were "created" is it. Of course more cyber and bio can be installed in your body, just not in the transhuman part (pay essence as normal).

"Used" or "Omega" quality ware in PT is RAW.  Some tables houserule otherwise.  Chummer doesn't break down what 'ware is PT and what isn't.  From memory the Orthoskin and one of the Muscle things added up to 1.0 and the other Bioware (and Cyberware) counted as regular essence and Magic loss.

Whiskeyjack

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« Reply #28 on: <04-08-16/1333:04> »
I don't think you can put "used" bioware in the Transhuman "part".
You absolutely can. "Used" in no way requires being pulled out of another metahuman body.
Playability > verisimilitude.

Thanael

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« Reply #29 on: <05-16-16/1652:24> »
Love that knife adept, Hobbes. Excellent build and flavour.