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Stealthy martial artist adept

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RdMarquis

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« Reply #15 on: <01-27-12/0842:23> »
As far as dice go, we're tied. Both characters have 15 in Unarmed Combat. Which leaves 11 for Infiltration and 10 for Hardware.  I have 9 for Pistols, but I might drop a rating 1 skill to specialize (that and take aim would bring it up to 13) and grab Kick.
« Last Edit: <01-27-12/0901:15> by RdMarquis »

Xzylvador

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« Reply #16 on: <01-27-12/1523:42> »
Umaro, you sure Two-Weapon Style can be used for Unarmed?

UmaroVI

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« Reply #17 on: <01-27-12/1530:30> »
Unarmed Combat, yes. Unarmed combat, maybe.

You can, 100% for sure, use Two Weapon Style with weapons that use Unarmed Combat like Shock Gloves and Hardliner Gloves. There's no disputing that one. You also definitely can't take Off-Hand Training with Unarmed.

What's unclear - can you use Two-Weapon Style with unarmed combat - meaning, hitting people with fists? Well, maybe. You could make a rules-lawyery argument either way. From an "is this balanced" standpoint, not allowing it is dumb since unarmed combat is already rather niche. From a "does this make sense" standpoint, not allowing it is dumb because:

a) It is very strange that putting on gloves lets you block with your offhand

b) Not having this means that boxers can fight just as well with one hand tied behind their back, literally. There are definitely some real-world combat styles where you use your offhand for balance/positioning rather than holding something (like some European fencing styles), but boxing is not one of them.

Critias

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« Reply #18 on: <01-27-12/1603:14> »
Before I finish this build, though, I have to ask. How many dice am I shooting for in each category?
Ask your GM, not Umaro.  Or, rather, not anyone on the internet.  It's gonna vary wildly based on your actual campaign's expectations and the power level your GM and the rest of the players have in mind, not based on what folks on the forum say. 

RdMarquis

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« Reply #19 on: <01-27-12/1623:37> »
Ask your GM, not Umaro.  Or, rather, not anyone on the internet.  It's gonna vary wildly based on your actual campaign's expectations and the power level your GM and the rest of the players have in mind, not based on what folks on the forum say.

Well, I would, but I'm not building this character for a game. I'm just seeing if my build could be improved.

Ugh. And I think I'm going to have to go back to pen and paper for this. Chummer is convinced I have 14 dice in unarmed, in spite of my Adept Powers. Got the specialization, though, so make that 11 dice in Pistols.
« Last Edit: <01-27-12/1633:18> by RdMarquis »

Critias

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« Reply #20 on: <01-27-12/1817:31> »
Ask your GM, not Umaro.  Or, rather, not anyone on the internet.  It's gonna vary wildly based on your actual campaign's expectations and the power level your GM and the rest of the players have in mind, not based on what folks on the forum say.

Well, I would, but I'm not building this character for a game. I'm just seeing if my build could be improved.
In that case, the answer is almost always going to be "yes."  There are lots of dice hiding all over the place in SR, and scraping together a few more to put into any given pool is almost always possible.  Have fun with it.  ;)

RdMarquis

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« Reply #21 on: <01-28-12/0629:33> »
Hrm. If I max out magic, and drop Astral Perception for now, I'll have enough points to do decent damage with Unarmed (7P) and get those 15 dice in the skill. I'd be able to boost Infiltration, too. But short of getting a 6 in Logic, I think I'm at the end of my rope, here. I might drop the mentor spirit for another martial art, though. Can you only get that quality at creation? If so, I'm keeping it. Anyway, for now, my pools are 15 Unarmed, 11 Pistols and Infiltration, and 10 Hardware, like I said before.

UmaroVI

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« Reply #22 on: <01-28-12/0727:22> »
You're actually out of useful martial arts - there aren't any others worth it, and you can't ever get more than +3 DV from martial arts.

RdMarquis

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« Reply #23 on: <01-28-12/1653:46> »
Nevermind, then. I'll get the updated character sheet up after I figure out his equipment.

Captain Karzak

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« Reply #24 on: <01-28-12/1946:04> »
You're actually out of useful martial arts - there aren't any others worth it, and you can't ever get more than +3 DV from martial arts.

Where does this rule come from?

Actually I've never understood why +DV's from different martial arts are allowed to stack in the first place, but I was even more surprised to hear that there is apparently a cap if you choose to allow stacking.

UmaroVI

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RdMarquis

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« Reply #26 on: <01-29-12/0158:13> »
Here's the revised version of my Adept.

== Info ==
Street Name: Mordred
Name: Riley Finn
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 25
Height 5'10'' Weight 175
Composure: 5
Judge Intentions: 5
Lift/Carry: 6 (45 kg/30 kg)
Memory: 8
Nuyen: 0

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

== Derived Attributes ==
Essence:                   6
Initiative:                6 (8)
IP:                        1 (3)
Astral Initiative:         6
Astral IP:                 3
Matrix Initiative:         7
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         10

== Active Skills ==
Animal Handling            : 0                      Pool: 2
Animal Training            : 0                      Pool: 2
Archery                    : 0                      Pool: 4
Armorer                    : 0                      Pool: 4
Artisan                    : 1 [Violins]            Pool: 4 (6)
Automatics                 : 0                      Pool: 4
Blades                     : 0                      Pool: 4
Climbing                   : 1                      Pool: 4
Clubs                      : 0                      Pool: 4
Computer                   : 0                      Pool: 4
Con                        : 0                      Pool: 1
Cybercombat                : 0                      Pool: 4
Data Search                : 0                      Pool: 4
Demolitions                : 0                      Pool: 4
Disguise                   : 4                      Pool: 7
Diving                     : 0                      Pool: 2
Dodge                      : 0                      Pool: 4
Escape Artist              : 0                      Pool: 4
Etiquette                  : 1                      Pool: 3
First Aid                  : 0                      Pool: 4
Flight                     : 0                      Pool: 2
Forgery                    : 0                      Pool: 4
Gunnery                    : 0                      Pool: 4
Gymnastics                 : 4                      Pool: 9
Hacking                    : 0                      Pool: 4
Hardware                   : 5                      Pool: 10
Heavy Weapons              : 0                      Pool: 4
Infiltration               : 4                      Pool: 12
Instruction                : 0                      Pool: 1
Intimidation               : 0                      Pool: 1
Leadership                 : 0                      Pool: 1
Locksmith                  : 0                      Pool: 4
Longarms                   : 0                      Pool: 4
Navigation                 : 0                      Pool: 2
Negotiation                : 1                      Pool: 5
Palming                    : 4                      Pool: 9
Parachuting                : 0                      Pool: 2
Perception                 : 0                      Pool: 2
Pilot Ground Craft         : 0                      Pool: 4
Pilot Watercraft           : 0                      Pool: 4
Pistols                    : 4 [Semi-Automatics]    Pool: 9 (11)
Riding                     : 0                      Pool: 4
Running                    : 1                      Pool: 4
Shadowing                  : 4                      Pool: 7
Survival                   : 0                      Pool: 2
Swimming                   : 1                      Pool: 4
Throwing Weapons           : 0                      Pool: 4
Tracking                   : 0                      Pool: 2
Unarmed Combat             : 5 [Martial Arts]       Pool: 13 (15)

== Knowledge Skills ==

== Contacts ==
"Surt", shadowrunner, ascetic twisted adept (2, 1) (enemy)
Capt. Angela Fenwick, Knight Errant officer (5, 2) (enemy)
Morgan "LeFay" Senlis, technomancer, rookie white hat (3, 6)
Nicholas Lui, former shadowrunner, adept martial arts master (2, 6)

== Qualities ==
Adept
Bad Rep
Day Job (20 hrs/week)
Dependent (Nuisance)
Mentor Spirit (Dragon)
SINner (Standard) (Ares)
The Warrior's Way

== Powers ==
Critical Strike Rating: 2
Improved Ability (Combat) (Unarmed Combat) Rating: 3
Improved Ability (Non-Combat) (Infiltration) Rating: 3
Improved Reflexes 2
Killing Hands
Mind Over Matter (AGI)

== Lifestyles ==
Low  1 months

== Armor ==
Clothing                  0/0
Form-Fitting Full-Body Suit 6/2
   +Ruthenium Polymer Coating
SecureTech Forearm Guards 0/1
SecureTech Helmet         0/2
SecureTech Shin Guards    0/1
Vashon Island: Synergist High-collar Shirt1/0
Vashon Island: Synergist Short Jacket (Ensemble)4/3
Vashon Island: Synergist Skirt/Slacks1/1

== Weapons ==
Monofilament Sword
   DV: 5P   AP: -1   RC: 0
Morrissey Élan
   DV: 4P   AP: -   RC: 0
Ruger Thunderbolt
   DV: 5P   AP: -1   RC: 2
Ruger Thunderbolt w/ Smartgun
   +Flashlight, Infrared
   +Flashlight, Standard
   +Hidden Gun Arm Slide
   +Periscope
   +Silencer
   +Electronic Firing
   +Smartgun System
   DV: 5P   AP: -1   RC: 3
Unarmed Attack
   DV: 7P   AP: -   RC: 0
Yamaha Pulsar
   DV: 6S(e)   AP: -half   RC: 0

== Martial Arts ==
Kung Fu
   ++1 DV on Unarmed Combat attacks
Muay Thai
   ++1 DV on Unarmed Combat attacks
   ++1 DV on Unarmed Combat attacks
Finishing Move
Kick Attack
Two Weapon Style

== Commlink ==
CMT Clip (1, 1, 1, 3)
   +Suite: Basic User [Analyze 2, Browse 2, Command 1, Edit 2]
   +Vector Xim
   +Mapsoft (Current City) Rating 6
Transys Avalon (4, 3, 3, 4)
   +Suite: Basic+ [Analyze 3, Browse 3, Command 1, Edit 3]
   +AR Gloves
   +Iris Orb
   +Subvocal Microphone
   +Mapsoft (Current City) Rating 5
   +VR Game
   +Trodes

== Gear ==
Ammo: EX-Explosive Rounds (Heavy Pistols) x20
Ammo: EX-Explosive Rounds (Holdouts) x20
Ammo: Regular Ammo (Heavy Pistols) x40
Ammo: Regular Ammo (Holdouts) x40
Ammo: Silver Bullets (Heavy Pistols) x20
Ammo: Silver Bullets (Holdouts) x20
Ammo: Stick-n-Shock (Heavy Pistols) x30
Ammo: Stick-n-Shock (Holdouts) x30
Ammo: Taser Dart (Tasers) x50
Autopicker Rating 6
Cellular Glove Molder Rating 3
Certified Credstick, Standard
Chisel
Datasoft (Classic Novels) Rating 5
Datasoft (Textbooks) Rating 4
Fake License (Pistols) Rating 4
Fake SIN (Spencer Lovett) Rating 4
Fake SIN (Roger Ellison) Rating 1
Gas Mask
Goggles Rating 5
   +Vision Enhancement Rating 2
   +Vision Magnification
   +Smartlink
   +Image Link
   +Ultrasound
Headphones Rating 2
   +Spatial Recognizer
   +Audio Enhancement Rating 3
Keycard Copier Rating 6
Lockpick Set
Medkit Rating 6
   +Medkit Supplies
Miniwelder
Radio Signal Scanner Rating 6
Sequencer Rating 4
Tag Eraser
Tool Kit (Hardware)
Tranq Patch Rating 6
Trauma Patch
Wire Clippers

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Off-Road Suspension
   +Vehicle Sensor

I'll decide on Knowledge skills later. Also, I bought most of the B&E gear since I had more nuyen this time.

All4BigGuns

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« Reply #27 on: <01-29-12/0205:18> »
Is he former spec ops who now hunts vampires?  8)
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

UmaroVI

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« Reply #28 on: <01-29-12/0744:23> »
You can't boost a skill over 1.5 (round down) its base value with Improved Ability.

Critical Strike has a very low cost per point and it's really worth having more than just 2, especially after the killing hands buy-in. There's more to being good at fighting than dice; hitting hard enough matters too. You have to cut Improved Ability (Infiltration) and Improved Ability (Unarmed Combat) down by 1 each because you don't have enough base skill for more; I would go ahead with dropping IA Infiltration to 1, then get Critical Strike 6 and make that your third Warrior's Way discount (along with Imp. Reflexes and Imp Ability Unarmed). 1 dice to hit is less good than +4 DV; that's the difference between dropping people in one punch and not.

I am assuming you already know this, but nothing other than reloading revolvers and readying throwing weapons checks your "real" agility; Mind over Matter makes it irrelevant. I don't think you need to fill bad about 1 Agility - that's how you are supposed to use Mind over Matter.

RdMarquis

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« Reply #29 on: <01-29-12/1613:27> »
You can't boost a skill over 1.5 (round down) its base value with Improved Ability.

That explains a lot.

Dang, 11P (and as a bonus, I've used every single power point. No more 0.0625 bugging me.). If anyone ever found out, he'd need a license for those limbs. And yeah, I understand that about Mind Over Matter. The thing is, I don't know what I'd do with an extra 10 BP. Get some dice in other skills, I guess.

By the way, now that I have Gymnastics instead of Dodge, what do I roll for full defense? Gymnastics+Gymnastics+Reaction?

Is he former spec ops who now hunts vampires?  8)

Actually, I never saw Buffy. ^_^ I didn't know about the name until a friend told me. In any case, he was born Riley Senlis. Finn was his mother's surname.
« Last Edit: <01-29-12/1615:09> by RdMarquis »