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SR5 Astral Wolf Adept

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Aazen

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« on: <09-12-16/1514:08> »
"NOW this is the law of the jungle, as old and as true as the sky,
And the wolf that shall keep it may prosper, but the wolf that shall break it must die.
 
As the creeper that girdles the tree trunk, the law runneth forward and back;
For the strength of the pack is the wolf, and the strength of the wolf is the pack."




This is my first attempt at making an adept for SR5. I've always been fascinated by Shamanic Adepts from back in the FASA/TOR Novel days. Could use some help with this nerve strike build I initially based off of Hinata and Neji Hyuga of Naruto fame. Thoughts so far?



Sandman
METATYPE: HUMAN
B 5, A 6, R 5/7, S 3, W 3, L 3, I 4, C 3, ESS 6, EDG 3, M 6
Condition Monitor (P/S): 11 / 10
Armor: 9
Limits: Physical 6, Mental 5, Social 5
Physical Initiative: 9/11+3D6
Active Skills: Athletics Group 4, Clubs (Batons +2) 5, Electronics Group 1, Escape Artist 2, Etiquette (Street +2) 3, Sneaking (Urban +2) 4, Throwing Weapons 4, Tracking (Urban +2) 2, Unarmed Combat (Jeet Kune Do +2) 6
Knowledge Skills: Area Knowledge: Seatle 4, Bars and Clubs (Fight Clubs +2) 2, Sports 2, Sprawl Life 5, Syndicates (Triads +2) 2
Languages: Chinese 2, English N, Japanese 2
Qualities: Adept, Code of Honor: Warrior's Code (6dicepool vs. 4), Distinctive Style: Specific Fighting Style, Mentor Spirit: Wolf, Simsense Vertigo, The Spiritual Way: Astral Perception, Nerve Strike: Wolf
Adept Powers: Astral Perception, Attribute Boost (2): Agility (8dicepool), Combat Sense (3), Critical Strike: Unarmed Combat, Improved Reflexes (2), Improved Sense: Thermographic Vision, Improved Sense: Vision Magnification, Nerve Strike
Vehicles:
. . Suzuki Mirage [Handling 5/3, Speed 6, Accel 3, Body 5, Armor 6, Pilot 1, Sensor 2, Seats 1]
Gear:
. . Ear buds (3) w/ Audio Enhancement (1), Select Sound Filter (1)
. . Glasses (3) w/ Flare Compensation, Image Link
. . Identity: Specify Name w/ (1 month) Squatter Lifestyle
. . Identity: Specify Name w/ Fake SIN (4)
. . Medkit (3)
. . Meta Link
. . Plastic Restraints x10
. . Stim Patch (3) x2
. . Urban Explorer Jumpsuit w/ Biomonitor, Electrochromic Modification, Nonconductivity (4), Shock Frills
Weapons:
. . Extendable Baton [Club, Reach 1, Acc 5, DV 5P, AP –]
. . Extendable Baton [Club, Reach 1, Acc 5, DV 5P, AP –]
. . Knucks [Unarmed, Acc 6, DV 5P, AP –]
. . Shock Glove [Unarmed, Acc 6, DV 9S(e), AP -5] w/ Internal Battery
. . Unarmed Strike [Unarmed, Acc 6, DV 4S, AP –]
. . Throwing Knife x5 [Throwing Weapon, Acc 6, DV 4P, AP -1]
. . Flash-Bang Grenade x3 [Grenade, non-aerodynamic, Acc 6, DV 10S, 10m R, AP -4]
. . Thermal Smoke Grenade x3 [Grenade, non-aerodynamic, Acc 6, DV Th. Smoke, 10m R, AP –]
Contacts:
Fixer (Connection 4, Loyalty 1)
Street Doc (Connection 2, Loyalty 2)
Starting ¥: 365 + (2D6 × 40)¥

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2016 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.


Kuirem

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« Reply #1 on: <09-12-16/1614:25> »
Go with Improved Reflexes 3, Initiative is king in combat and Improved Reflexes is more profitable at Rating 3 (Rating 1 give 1 Rea + 1D6 Ini for 1.5 PP, Rating 2 for 1.25 and Rating 3 for 1.167).

Note that if you take the Spiritual Way you don't need to buy the Mentor Spirit quality as well, you already get it from the Way.

You need a better ranged option. Throwing is generally good for Melee Adept because they have high STR but you don't with your build. 4DV  is really weak and will be easily soaked. Go for Pistols, Automatics or Longarm instead.

Perception skill is quite important if you don't want people to sneak behind you.

You resist Astral damage with Willpower only, with 3 WIL you won't survive long even against an average spirit (you also roll 7 dice for defense, not bad but not enough to compensate 3 soak dice), especially considering that Nerve Strike is useless against them. So Astral Perception is cool for the occasional Assensing roll (which you don't even have 1 point in) but you will be geeked quickly if you try to fight there.

Hobbes

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« Reply #2 on: <09-12-16/2020:41> »
Assortment of Archetype make overs for you to check out: 

Brawling Adept
Mr. Grey
http://forums.shadowruntabletop.com/index.php?topic=21947.msg398738#msg398738
Stoneglobe
http://forums.shadowruntabletop.com/index.php?topic=21947.msg398813#msg398813
Azrael_from_Oz
http://forums.shadowruntabletop.com/index.php?topic=21947.msg398831#msg398831
Hobbes
http://forums.shadowruntabletop.com/index.php?topic=21947.msg400065#msg400065
Rift_of_Bladz
http://forums.shadowruntabletop.com/index.php?topic=21947.msg405265#msg405265

Elf Gunslinger:
8Bit
http://forums.shadowruntabletop.com/index.php?topic=21947.msg398617#msg398617
Jimmy_Pvish
http://forums.shadowruntabletop.com/index.php?topic=21947.msg399108#msg399108
Hobbes
http://forums.shadowruntabletop.com/index.php?topic=21947.msg399281#msg399281

They are not the pinnacle of power gaming but they're pretty solid overall and work as advertised.  The Brawling Adepts are likely going to be close to what you're looking at, but the Gunslingers are worth checking out for ideas. 

Unarmed Combat on Human Adepts isn't all that hot mechanically.  Str 5 plus a few odds and ends generally gets soaked pretty easy and you wind up just using Shock Gloves anyway.  With Swords and whatnot you at least get up to Heavy Pistol / SMG damage.  If you pick up Elemental Weapon you're golden. 

Whiskeyjack

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« Reply #3 on: <09-13-16/1737:40> »
Go with Improved Reflexes 3, Initiative is king in combat and Improved Reflexes is more profitable at Rating 3 (Rating 1 give 1 Rea + 1D6 Ini for 1.5 PP, Rating 2 for 1.25 and Rating 3 for 1.167).
IR 2 is more than enough at chargen. Getting to 3 is easy with the first initiation but there's usually better stuff to take with initial PP to round out a bit.
Playability > verisimilitude.

Kuirem

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« Reply #4 on: <09-14-16/0247:20> »
You can get away with IR2 but I don't think there is much better at chargen (or even later) than +1 REA +1D6 Initiative for 1PP. Initiatiion is a solution but you never really know when you will be able to, assuming your GM even allows it.

Aazen

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« Reply #5 on: <09-14-16/2341:48> »
Okay. Below is the revision. The only wish is that SR had included more martial arts styles. I wanted to originally use Baguazhang, a fighting style usually made up of circular movements, allowing the practitioner a wider range of motion and full use of momentum, without giving his or her opponent much of a chance for a direct strike. In Japan, it is known as Hakkeshō.

So the closest I could come up with was Jeet Kune Do. 

Question: Is Neijia worth it as it works with the concept I was going for?


Sandman
METATYPE: HUMAN
B 4, A 5, R 5/7, S 5, W 4, L 3, I 4, C 2, ESS 6, EDG 3, M 6
Condition Monitor (P/S): 10 / 10
Armor: 9
Limits: Physical 7, Mental 5, Social 5
Physical Initiative: 9/11+3D6
Active Skills: Assensing 1, Athletics Group 4, Clubs (Batons +2) 5, Electronics Group 1, Escape Artist 2, Etiquette (Street +2) 3, Perception 2, Pilot Ground Craft 1, Sneaking (Urban +2) 3, Throwing Weapons 4, Tracking (Urban +2) 2, Unarmed Combat (Jeet Kune Do +2) 6
Knowledge Skills: Area Knowledge: Seattle 4, Bars and Clubs (Fight Clubs +2) 2, Sports 2, Sprawl Life 4, Syndicates (Triads +2) 2
Languages: Chinese 2, English N, Japanese 2
Qualities: Adept, Code of Honor: Warrior's Code (6dicepool vs. 4), Distinctive Style: Specific Fighting Style, Simsense Vertigo, The Spiritual Way: Astral Perception, Nerve Strike, Killing Hands: Wolf
Adept Powers: Astral Perception, Attribute Boost (3): Agility (9dicepool), Combat Sense (2), Critical Strike: Unarmed Combat, Improved Reflexes (2), Improved Sense: Thermographic Vision, Improved Sense: Vision Magnification, Killing Hands, Nerve Strike
Vehicles:
. . Suzuki Mirage [Handling 5/3, Speed 6, Accel 3, Body 5, Armor 6, Pilot 1, Sensor 2, Seats 1]
Gear:
. . Ear buds (3) w/ Audio Enhancement (1), Select Sound Filter (1)
. . Glasses (3) w/ Flare Compensation, Image Link
. . Identity: Specify Name w/ (1 month) Squatter Lifestyle
. . Identity: Specify Name w/ Fake SIN (4)
. . Medkit (3)
. . Meta Link
. . Plastic Restraints x10
. . Stim Patch (3) x2
. . Urban Explorer Jumpsuit w/ Biomonitor, Electrochromic Modification, Nonconductivity (4), Shock Frills
Weapons:
. . Extendable Baton [Club, Reach 1, Acc 5, DV 7P, AP –]
. . Extendable Baton [Club, Reach 1, Acc 5, DV 7P, AP –]
. . Knucks [Unarmed, Acc 7, DV 7P, AP –]
. . Shock Glove [Unarmed, Acc 7, DV 9S(e), AP -5] w/ Internal Battery
. . Unarmed Strike [Unarmed, Acc 7, DV 6P, AP –]
. . Throwing Knife x5 [Throwing Weapon, Acc 7, DV 6P, AP -1]
. . Flash-Bang Grenade x3 [Grenade, non-aerodynamic, Acc 7, DV 10S, 10m R, AP -4]
. . Thermal Smoke Grenade x3 [Grenade, non-aerodynamic, Acc 7, DV Th. Smoke, 10m R, AP –]
Contacts:
Fixer (Connection 4, Loyalty 2)
Street Doc (Connection 2, Loyalty 2)
Starting ¥: 365 + (2D6 × 40)¥

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2016 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.