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Assassin Adept help

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AutumnBriarwolf

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« Reply #15 on: <10-29-12/1518:22> »
Its not that huge of a deal in the long run. Ive changed my idea of this character so many times already that Im sure it will make little difference to me when my stat difference comes through. haha Besides, Orcs in Shadowrun look way better than Orcs in Dnd.
« Last Edit: <10-29-12/1534:57> by AutumnBriarwolf »

Katrex

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« Reply #16 on: <10-29-12/1737:50> »
Alrighty, I worked with it a bit but i seem to be having trouble getting my skills up without throwing something under the bus to keep the Attributes BP at 200. With Krav Maga I chose Ready Weapon and Take Aim as a Free Action advantages with the Off-Hand Training and Two Weapon Style Maneuvers. And I decided to keep Astral Perception and just add Assensing due to my GMs hints at its necessity. haha


Body: 5
Agility: 4
Reaction: 4
Strength: 5
Charisma: 2
Intuition: 3
Logic: 2
Willpower: 3
Edge: 2
Magic: 5
Initiative: 7
Essence: 6

Qualities (positive):
Ambidextrous
Martial Arts 2 (Krav Maga)
Sensei
Erased
Adept

Qualities (negative):
Allergy moderate
Distinctive Style 3
Addiction, moderate (cigarettes)

Powers:
Astral Perception
Improved Reflexes Lv. 2
Combat Sense Lv. 2

Skills:
English N
Japanese 4
Area Knowledge 2
Black Market 2
Stealth Group 4
Dodge 5
Blades (Knives) 6
Pistols (Semi-Automatics) 6
Perception 4
Assensing 3



For me Way of adept invisible way 100% + geas and magic to 6 if you can afford.
Improved reflexes 3 at 50% discount 2pp
Improved ability infiltration 2 0.5pp, (+2 to infiltration)
Enhanced Perception 6 (0.75pp) (+6 to perception), (get assensing at astral perception after you initiate and get masking imo)
Unseen hands 3 1.5pp (+3 to stealth group)

Thats 5 magic worth.

Now if you want to ware its about here you decide if you want to go to magic six or cut out 1pp and get muscle toner 4/ superthyroid gland/muscle aug/reaction enhancers, If you can aford magic 6 + muscle toner 4 or a superthyroid and reaction enhancer 2, then you could have infiltrate 19 combat at 16/17, or the second method less damage 3 or 4 dice more survivability 2 dice, and saves more points (30bp from atributes) which you might need to pay for it.

This all depends how important those ambidextrous and sensei qualities are to you and if you are willing to go Adpet way of adept restricted gear + geas negative.
Regardless You should by the end have a dicepools of about 15 in everything important.

Oh and  replace dodge with gymnastics,  drop asensing  drop astral perception

All4BigGuns

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« Reply #17 on: <10-29-12/2022:14> »
Here's the Invisible Way list of discountable powers.

Quote
Cloak
Enhanced Perception
Facial Sculpt
Improved Ability (Physical Skills)
Freefall
Great Leap
Improved Senses
Melanin Control
Nimble Fingers
Rush
Traceless Walk

In addition, they receive a +1 to Initiate grade for purposes of the Masking and Flexible Signature techniques.

You can't discount Improved Reflexes with Invisible Way. The only Way that discounts that power is Warrior's Way.
« Last Edit: <10-29-12/2023:54> by All4BigGuns »
(SR5) Homebrew Archetypes

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

UmaroVI

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« Reply #18 on: <10-30-12/0810:09> »
Artisan's Way does too, but this character wouldn't want it. Also, Katrex, you can't take more levels of Enhanced Perception than your Intuition score.

It sounds like the goal is more a swordfighter who can sneak than a stealthmaster who can sword. I think with Ways, the options are going to be Invisible Way and use Rush for extra IPs, Invisible Way and use Synaptic Booster (possibly not starting with it, though), or Warrior's Way.

Captain Karzak

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« Reply #19 on: <10-30-12/1008:18> »
How do you feel about being really good a throwing your knives?

Power Throw can be taken up to 3 times and only cost .25 PP per rank. Each rank essentially adds +1 damage and improves your range. If you are going Ork, then you'll have a good base strength for Power Throw to build on.

You seem concerned about concealability: so maybe also pick up Magic Throw Missile Mastery? It lets you turn anything into a lethal projectile. Someone could hand you a drink and you could flip out and and kill people by tossing the coaster it came on, the ice cubes in the glass and the glass itself. Plus Magic Throw Missile Mastery will make you even better with knives.

You can find both of these powers in Street Magic. As an Ork you can rather easily get your throwing knife damage up around 9P, which is a about the same damage as an anti-material sniper rifle (before accounting for armor penetration that is).
« Last Edit: <10-30-12/1947:25> by Captain Karzak »

AutumnBriarwolf

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« Reply #20 on: <10-30-12/1247:02> »
I had actually built around throwing the knives at one point so i will definitely look into those. Didnt realize I could get the damage up that high. lol

UmaroVI

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« Reply #21 on: <10-30-12/1531:37> »
You can get very amusing results with thrown weapons. Take a look at the "Former Neoprimitive" in the first link of my sig for an example.

JustADude

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« Reply #22 on: <10-30-12/1818:18> »
You seem concerned about concealability: so maybe also pick up Magic Throw?

Just to confirm... you mean Missile Mastery and Power Throw, right?
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Captain Karzak

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« Reply #23 on: <10-30-12/1945:47> »
Just to confirm... you mean Missile Mastery and Power Throw, right?

Oops. Yeah, I meant Missile Mastery when I wrote Magic Throw. Gonna edit my post.