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[6E] RAW Adept Experiment 1 of 2 ‘Fighter’

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Aria

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« on: <10-18-19/1221:48> »
It’s no secret I love adepts and I too am concerned about the lack of clarity over adept points etc ahead of any official errata.  That said I thought I’d have a go at creating a couple by RAW, tweaking the priorities with each to see the effect that has (although that proved to be harder than I thought), and make characters that can hold their own.  Could they be more powerful with access to more adept points, undoubtedly, but given that we may end up with current RAW how can we make the best of it?? ::)

Aim: make a ‘fighter’ and an ‘infiltrator’ adept, use RAW, make a workable character with decent D pools for their primary focus (and reasonable pools for secondary), get some constructive feedback :D

So here goes:

Fluff/pic <here>

Race C Attributes A Magic D Skills B Resources E                  
                  
Attributes                  
                  
Body:   3   (   3   )      
Agility:   8   (   8   )      
Reaction:   5   (   6   )      
Strength:   3   (   3   )      
Willpower:   5   (   5   )      
Logic:   3   (   3   )      
Intuition:   5   (   5   )      
Charisma:   7   (   7   )      
Edge:   5               
Magic/Resonance:   1               
Essence:   6.00               
Initiative:   11+2D6               
Matrix VR Initiative:   6+2D6      +1D6 HotSIM         
Astral Initiative:   N/A               
                  
Phys CM:   10               
Stun CM:   11               
                                 
Positive Qualities / Racial Bonuses                  
                  
Mentor Spirit [Thunderbird]   10               
Exceptional Agility   12               
                                 
Negative Qualities / Racial Penalties                  
                  
Astral Beacon   10               
Distinctive Style [Changeling]   6               
SINer [UK]   8               
Caffeine Addiction [4]   8               
                  
Skills                  
                  
Astral   0   (   /   )      
Athletics   5   (   13   )      
Biotech   0   (   /   )      
Close Combat   6   (   14   )   S:   Blades
Con   1   (   8   )      
Conjuring   0   (   /   )      
Cracking   0   (   /   )      
Electronics   0   (   2   )      
Enchanting   0   (   /   )      
Engineering   0   (   2   )      
Exotic Weapons   0   (   /   )      
Firearms   5   (   13   )   S:   Pistols
Influence   4   (   11   )      
Outdoors   1   (   6   )      
Perception   4   (   9   )      
Piloting   0   (   5   )      
Sorcery    0   (   /   )      
Stealth   1   (   9   )   S:   Sneaking
Tasking   0   (   /   )      
                  
Knowledge / Language Skills                  
                  
English                  
European Shadows                  
VR Simulations                  
Orc Underground                  
                  
Adept Powers                  
                  
Critical Strike [1] Mentor   0               
Improved Reflexes [1]   1               
                  
Gear                  
                  
18000 nuyen to spend                  
                  
Karma Expenditure                  
                  
Starting Karma   50               
                  
Racial Costs   0               
Qualities   22               
Negative Qualities   32               
Attributes   25               
Skills   30               
Foci Binding   0               
Resources   5               
                  
Remaining   0
Excel Cha Generators <<CG5.26>> & <CG6.xx> v36

CigarSmoker

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« Reply #1 on: <10-18-19/1335:49> »
how exactly did you use the Karma for skill?

you could raise magic with adjustment points and get it down to 1 again with ware. Bone density for example super cheap and good.

would help with rather low body attribute too (for a combat specialist)

Aria

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« Reply #2 on: <10-18-19/1351:29> »
Stealth, con and outdoors all raised by 1.  Will certainly mull over the ‘ware option... although is that RAW or just an interpretation of what is allowed?
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CigarSmoker

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« Reply #3 on: <10-18-19/1401:41> »
Then you paid double Karma cost.

And yes what i described above should be RAW

Aria

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« Reply #4 on: <10-18-19/1449:26> »
I forgot the 3 specialisations paid with karma ::)
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Banshee

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« Reply #5 on: <10-18-19/1459:11> »
Stealth, con and outdoors all raised by 1.  Will certainly mull over the ‘ware option... although is that RAW or just an interpretation of what is allowed?

No the ware option is not RAW but rather an interpretation based on that it doesn't says it's not allowed either. This is actually just a clearing hole that needs filled in.
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Aria

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« Reply #6 on: <10-18-19/1552:45> »
In that case she’d better stay ware free for now until further clarity is offered. I take the point about Bod being low for a fighter, especially with the revised soak rules... but I just can’t bring myself to dump stat something else :P

So glass cannon she’ll have to stay for now... some karma under her belt and easy magic boosting will help!
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Ajax

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« Reply #7 on: <10-18-19/1645:42> »
A minor tweak, but reducing the Firearms (Pistols) skill by a pip will leave you with a 12 (14) pool with that skill, which is still pretty respectable for a secondary attack skill.

Transfer that pip over to Stealth, Con, or Influence seems like it would offer more bang for your buck.
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Michael Chandra

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« Reply #8 on: <10-18-19/1856:01> »
I'm not sure what the problem is with raising Magic with Adjustment Points before taking essence loss. Karma after is what the chargen order wouldn't allow. Of course the biggest problem is that we don't know if in the end, losing Magic will lose you PP just like gaining Magic will give you PP. But I don't understand what the problem is with 'Take Magic 1 for 1 PP, gain 5 Magic with Adjustment Points, lose 5 Magic with Essence loss, end result 1 Magic, 1 PP'. Or is it that the assumption is that in chargen you cannot gain PP from Magic increases, but can still lose PP from Magic losses?
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ZeroSum

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« Reply #9 on: <10-18-19/1928:29> »
Or is it that the assumption is that in chargen you cannot gain PP from Magic increases, but can still lose PP from Magic losses?
I think that's the concern, yes.

So say I take Magic A and get 4 Magic, then raise it to 6 using adjustment points; by RAW I should leave charge with 4PP.

But if I take two points Essence worth of Cyberware, and end up Magic 4 again, do I loose 2 PP and end up with just 2? If I do, then that's a little skewed in my opinion. But if I don't, it could seem as if you're incentivized to make Adepts with 'ware because of the charge rules.

Either way, it's a little tricky, hence why I believe Aria is sticking to the method here.

Michael Chandra

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« Reply #10 on: <10-19-19/0436:25> »
And this is exactly why I blargh at creating Adepts until we get errata... :'(
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Aria

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« Reply #11 on: <10-19-19/1826:11> »
I just couldn’t wait ::)

Anyone got any thoughts on adept 2 btw?? :)
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jacx7

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« Reply #12 on: <10-20-19/1857:17> »
What do you think of picking up a Stun Baton on this char?

CRB p.42 says
Quote
Minor Action Trip (I) [...] Can only be done with a melee weapon and must be combined with an Attack Major Action. Decrease the base damage of the attack by 2P; if it hits, target rolls Athletics + Agility with a threshold of the adjusted DV of the attack.

Stun Baton, DV=5(S) -> DV should not change.
So the enemy has a threshhold of 5 to stay on his feet?!

Or can you raise the damage of your attacks so far that you basically always land a "knock down" on your enemies?
CRB p.110
Quote
Whenever a character is damaged, if the amount of damage left after their Damage Resistance test is greater than their Body rank then they are knocked down and gain the Prone status.

I feel like one should really make use of these mechanics..

 

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