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Concept Character: Z Warrior

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emsquared

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« on: <01-09-13/1842:58> »
So, yeah... inspired by Umaro's awesome breakdown of unarmed in another thread and the idea of Earth's Special Forces from the Dragon Ball series, I wanted to create a Martial Artist/Magician character... i.e. a super-pugilist who could also throw out a Kamehameha Wave... or rough equivalent. He isn't particularly intended to be a playable character (and so lacks Contacts, has very sparse gear, and some severe min-maxing of stats, etc.) but, I tried to get him as close as possible and could get him closer I'm sure, so he's still kind of a work in progress... I've spent all BP and all but ~2K Y, I've tried a bunch of different configurations: Dwarf, Elf, surged and non-surged in all three... but I think the good ol' Ork comes through as the best balance of dealing with combat and Drain (WIL + INT, here).

== Info ==
Street Name:           Piccolo
Movement:              15/37
Swim:                      5
Street Cred:             0
Notoriety:                 0
Public Awareness: 0
Race:                      Ork Male
Composure:             7
Judge Intentions:      6
Lift/Carry:               12 (105 kg/90 kg)
Memory:                  7
Nuyen:                    1,965

== Attributes ==
BOD:    5
AGI:     6 (8 )
REA:    5
STR:    5 (7)
CHA:   1
INT:      5
LOG:   1
WIL:    6
EDG:   2
MAG:  3

== Derived Attributes ==
Essence:                            4.30
Initiative:                              10
IP:                                        1
Astral Initiative:                   10
Astral IP:                             3
Physical Damage Track:     11
Stun Damage Track:           11

== Posi-Qualities ==
Changeling (SURGE III)
Low-Light Vision
Metagenetic Improvement (WIL)
Mystic Adept
Way of the Warrior
Satyr Legs

== Neg-Qualities ==
Distinctive Style
Critter Spook
Impaired Attribute (CHA)
Impaired Attribute (LOG)
Geas (Incantation)
Geas (Gesture)
Poor Self Control (Combat Monster)
Poor Self Control (Thrill Seeker)

== Spells ==
Stunbolt
Heal
Increase Reflexes

== Active Skills ==
Athletics Group    R : P
Running                1 : 8
Climbing                1 : 8
Flight                     1 : 8
Gymnastics          1 : 9
Swimming             1 : 8

Assensing            1 : 6
Counterspelling     1 : 6
Infiltration              4 : 12
Perception            4 : 9
Spellcasting          4 : 6
Unarmed Combat  6 : 15

== Powers == (still have 0.125 PP, but couldn't spend it on anything really due to his low MAG and high PP Way :P)
Combat Sense II (Geased, Warrior's Way)
Critical Strike II (Geased)

== Lifestyles ==
Custom: "Alley Unit" (1,100 Y)

== Cyberware/Bioware ==
Muscle Aug                2
Muscle Toner              2
Bone Density Aug      2
Genetic Optimization  (AGI)
Reflex Recorder        (Unarmed Combat)

== Armor ==
FFFBA
- Nonconductivity 6
- Fire Resistant 6
- Chemical Protection 6
Bike Racing Armor
Secure Tech Vitals Protector
Ballistic Mask

== Weapons ==
Unarmed - 7P, 15 DP

== Gear ==
Earbuds
Goggles

So, yeah, super BP intensive build, I'm sure a straight Magician could probably do it better, but like I said, it's a concept character that just wanted to see how/if it would work out. Thoughts?

[Edit]Those revisions left me with 4 BP, I suppose another spell might be the best way to spend it... but which one?
« Last Edit: <01-09-13/2034:39> by emsquared »

UmaroVI

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« Reply #1 on: <01-09-13/1906:28> »
Why do you have Metagenic Improvement (Willpower) and 5 Willpower? Orks have 1/6 Willpower like humans; it would make more sense to take Metagenic Improvement for Intuition, and have 5 Will/6 Intuition.

For a super-pugilist, I would actually still take Troll and use the same thing (Metagenic Improvement) to have 5 Willpower/5 Intuition).

You have Changeling III, but I only see 20 bp of positive Changeling qualities unless I'm missing something.

3 Magic means you currently only have 1 Way discount available.

You also have over 35 in qualities: MysAd is 10, MA is 10, Surge is 15, Way is 10.

The basic idea of a Mystic Adept super-pugilist is definitely workable, it's just very finickety and - as you've seen - you have to be really careful with points.

Out of curiousity -
1) How do you think Heightened Concentration works?
2) How do you think Mystic Adepts and maximum Force works?


emsquared

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« Reply #2 on: <01-09-13/2005:10> »
Hmmm, that was a typo, his WIL should be 6. And I went with WIL over INT as you get a Stun box out of the deal when you hit that hard-cap.

The only reason I didn't do Troll is because I don't like playing Trolls... they're freaks!!

Yeah, looks like Chummer let me do a whole bunch of crap I can't do, cursed mindless program not replacing my mind!! Will take some hefty reworking to fix all this. No Martial Arts, cut back on Crit Strike, and maybe drop Counterspelling to pay for the Way. I played with this so much, not surprised I missed all that...

Quote
1) How do you think HeightenedConcentration works?
2) How do you think Mystic Adepts and maximum Force works?
I'm not sure what Heightened Concentration is... And I've never done a Mystic Adept before, so I can't say I've really considered the max Force. :P

UmaroVI

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« Reply #3 on: <01-09-13/2105:57> »
Stun boxes round up, not down - you have 11 boxes with either 5 or 6 willpower.

Heightened Concentration is from Digital Grimoire, and it's unclear how it works. http://forums.shadowrun4.com/index.php?topic=5153.msg81584#msg81584 summarizes the possibilities.

It is not agreed upon how you calculate the maximum force at which mystic adepts may cast spells or summon spirits; it is either twice their Magic, or twice their (Magic-PP).

emsquared

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« Reply #4 on: <01-09-13/2156:43> »
Stun boxes round up, not down - you have 11 boxes with either 5 or 6 willpower.
With Meta Improvement his hard cap WIL is 7.

Charasanya

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« Reply #5 on: <01-10-13/0055:34> »
I merely found you taking assensing odd, as mystic adepts only gain astral perception when they buy the adept power.

I would probably make him a full magician and get some foci that allow you to sustain manipulation and health spells. With manipulation I might go for deflection or elemental aura (depending on if you want offense or defense) and improved reaction (of course) for health.

emsquared

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« Reply #6 on: <01-10-13/0957:34> »
I merely found you taking assensing odd, as mystic adepts only gain astral perception when they buy the adept power.
I did not know that... another spell comin' my way!
I would probably make him a full magician and get some foci that allow you to sustain manipulation and health spells. With manipulation I might go for deflection or elemental aura (depending on if you want offense or defense) and improved reaction (of course) for health.
Please read my post, this is a concept character - a thought experiment, I've already acknowledged that a Magician could probably do it better, that's not the point of this post. Exploring a mystic adept martial artist is.