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Wanabee Jedi Character Comparison

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Aria

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« on: <01-19-16/0849:55> »
Ok, after the release of a certain film I've gone back to trying to build a lightsabre wielding adept... the Jedi stuff is optional and I'm not as set on that... but the rub is do I build an adept with adept spell, or a mysad?  Pros and cons to both, I've got two options partially built below and I would welcome thoughts/comments etc on either...any help on deciding between them would be great too!

Adept[spoiler]
Priorities                  
Race:   C               
Attributes:   B               
Magic / Resonance:   D               
Skills:   C               
Resources:   C               
                  
Attributes                  
Body:   3   (   4   )      
Agility:   6   (   8   )      
Reaction:   3   (   3   )      
Strength:   2   (   2   )      
Willpower:   5   (   5   )      
Logic:   3   (   3   )      
Intuition:   4   (   4   )      
Charisma:   3   (   3   )      
Edge:   3               
Magic/Resonance:   6   (   6   )      
Essence:   6   (   6   )      
Initiative:   7   (   7   )      
Initiative D:   1D6   (   1D6   )      
Physical Limit:   4               
Mental Limit:   5               
Social Limit:   6               
Phys CM:   9.5               
Stun CM:   10.5               
                  
Positive Qualities / Racial Bonuses                  
Prototype Transhuman [Toner 2, Damage Compensator 4, Platelet Factory]   10               
Mentor Spirit [Wise Warrior]    5               
Agile Defender   3               
Ambidextrous   4               

Negative Qualities / Racial Penalties                  
Insomnia   0               
Code of Honour [Warrior/Paladin]   15               
Big Regret [Stillwater]   5               
Distinctive Style [Jedi]   5               
                  
Skill Groups                  
Influence   2               
                  
Skills                  
Agility Based                  
Clubs   6   Manablade      (   14   /16) +1 mentor
Gymnastics   4         (   12   )
Pistols   4   Revolver      (   12   /14)
Sneaking   4         (   12   )
Charisma Based                  
Etiquette   2         (   5   )
Leadership   2         (   5   ) +2 mentor
Negotiation   2         (   5   )
Intuition Based                  
Perception   4         (   8   )
Magic Based                  
Spellcasting   4         (   10   )
                  
Adept Powers   Cost               
Adept Spell [Manablade]   1               
Heightened Concentration   0.5               
Enhanced Accuracy [Clubs]   0.25               
4.25 pts remaining                  
[/spoiler]
Mysad[spoiler]
Priorities                     
Race:   E                  
Attributes:   B                  
Magic / Resonance:   A                  
Skills:   B                  
Resources:   E                  
                     
Attributes                     
Body:   2   (   2   )         
Agility:   6   (   6   )         
Reaction:   4   (   4   )         
Strength:   2   (   2   )         
Willpower:   5   (   5   )         
Logic:   3   (   3   )         
Intuition:   5   (   5   )         
Charisma:   3   (   3   )         
Edge:   3                  
Magic/Resonance:   6   (   6   )         
Essence:   6   (   6   )         
Initiative:   9   (   9   )         
Initiative D:   1D6   (   1D6   )         
Physical Limit:   4                  
Mental Limit:   6                  
Social Limit:   6                  
Phys CM:   9                  
Stun CM:   10.5                  
                     
Positive Qualities / Racial Bonuses                     
Mentor Spirit [Wise Warrior]    5                  
Negative Qualities / Racial Penalties                     
Code of Honour [Warrior/Paladin]   15                  
Big Regret [Stillwater]   5                  
Distinctive Style [Jedi]   5                  
                     
Skill Groups                     
Stealth   5                  
                     
Skills                     
Agility Based                     
Clubs   6   Manablade      (   12   )   +1 mentor
Gymnastics   5         (   11   )   
Palming   5         (   11   )   
Pistols   4   Revolver      (   10   )   
Sneaking   5         (   11   )   
Charisma Based                     
Etiquette   3         (   6   )   
Leadership   3         (   6   )   +2 mentor
Intuition Based                     
Disguise   5         (   10   )   
Perception   5         (   10   )   
Magic Based                     
Counterspelling   6         (   12   )   
Spellcasting   6         (   12   )   
Summoning   6         (   12   )   
                     
Adept Powers                  
Heightened Concentration   0.5                  
Enhanced Accuracy [Clubs]   0.25                  
4.25 pts remaining                     
                  
Spells                     
Manablade                     
Increased Reflexes                     
Improved Intuition                     
[/spoiler]

General notes: low strength so I've gone for clubs rather than swords so a stun baton is a backup option
Adept: perhaps a bit more survivable?  Role is pretty much pure melee though, and we know what they say about swords and gun fights...combat sense, stealth boosting powers to help 'get close' ...are there any effective 'speed' boosts?
Mysad: more flexible with 10 spells and increased skills base!  Drain would be an Intuition+Willpower base, druid perhaps?  As a 'buff'er would need to get sustaining foci or quickening pretty soon or be crippled by sustaining mods

So, any thoughts?

Thanks!
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Jack_Spade

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« Reply #1 on: <01-19-16/0901:51> »
If you had made a Sith, I'd have said make an infected character and get vampiric speed
A ghoul with a light saber would be pretty neat/fearsome.

Otherwise you might want a normal mage and a spirit that can cast movement on you

By the way: Psionic or Chaos is the most appropriate tradition for a force user.

But on balance I'd go for the pure adept without implants (Money and Race E, Magic and Skills B, Attributes A). Exceptional Attribute MAG and Adept Spell: Power Blade with a fetish (Hilt), so you can get a Force 7 Blade (7 Damage 7 AP)

Light body for force jumps as well as wall running should give you the right base for movement.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Beta

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« Reply #2 on: <01-19-16/0944:55> »
And a high level of combat sense, possibly, for that uncanny jedi ability to block bullets blaster bolts with a light saber?

FST_Gemstar

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« Reply #3 on: <01-19-16/1048:50> »
"A Jedi with pistols? How uncivilized!" - Cyber Obiwan

I kind of prefer the pure adept with adept spell route. There are lots of passive adept powers that can mimic jedi abilities. Mysad has some perks though, but Jedi don't feel much like major spellcasters/summoners. Buying up adept powers can be expensive at char gen for a mysad, and I don't know how many spells would make having the ability to cast spells and invest in spellcasting worth it.

What would be Jedi Spells?
Mind Probe?
Mind Control?
Levitate?
Magic Fingers?

Shadowrun spell abilities may be more meshed with a sith style character in my opinion.

I do love the idea of a manablade lightsaber.

Adept powers, probably similar to most combat adepts
Improved Reflexes
Combat Sense
Magic Sense
Light Body
etc...

Jack_Spade

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« Reply #4 on: <01-19-16/1100:50> »
Don't forget authoritative tone and commanding voice, although they only work on the weak-minded ;)
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

ZeldaBravo

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« Reply #5 on: <01-19-16/1316:13> »
Here's my little contribution.

[spoiler]
== Info ==
Street Name: Obi-Wan Number One
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 8
Judge Intentions: 9
Lift/Carry: 5 (30 kg/20 kg)
Memory: 6
Nuyen: 1136

== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: A(4) - Magician or Technomancer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: E(0) - 6,000¥

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

== Derived Attributes ==
Essence:                   6
Initiative:                9 (11) + 3d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      11 + 3d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    5
Social:                    6
   Cloak (6) [-1]
Astral:                    6

==Contacts==
9 points

==Lifestyle==
Street

== Active Skills ==
Assensing                  : 4                      Pool: 10
Clubs                      : 6 [Parrying]           Pool: 14 (16)
Con                        : 3 [Fast Talk]          Pool: 6 (8)
Counterspelling            : 6 [Combat]             Pool: 12 (14)
Etiquette                  : 3                      Pool: 6
Gymnastics                 : 5                      Pool: 10
Leadership                 : 3 [Inspire]            Pool: 8 (10)
Perception                 : 6                      Pool: 12
Running                    : 5                      Pool: 7
Sneaking                   : 4                      Pool: 9
Spellcasting               : 6 [Combat]             Pool: 12 (16)
Swimming                   : 5                      Pool: 7

== Knowledge Skills ==
14 points

== Qualities ==
Code of Honor (Jedi Code)
Mentor Spirit (Wise Warrior)
Mystic Adept
Wanted (By the Empire)

== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (11))

Catch                         DV: F-2 (Catch, Fling, and Levitate should represent Jedi telekinetic powers)
Clout                          DV: F-3  (a.k.a. Force Push)
Deflection                 DV: F-1
Detect Life, Extended      DV: F-1
Detect Magic, Extended     DV: F (To sense disturbance in The Force)
Fling                         DV: F-2
Heal                         DV: F-4 (I am pretty sure that Jedi are able to heal people with force)
Influence                 DV: F-1 (Jedi Mind Trick)
Levitate                    DV: F-2
Powerblade (Limited)       DV: F-4 (A lightsaber!)

== Powers ==
Combat Sense Rating: 3
Heightened Concern
Improved Ability (skill) (Clubs) Rating: 3
Improved Reflexes 2

== Armor ==
Cheap Gloves                 0
Cheap Pants                   0
Cheap Shirt                     0
Cheap Shoes                  0   
Cheap Socks                   0   
Cheap Undergarments  0               
Cloak (6)                           6

== Weapons ==
Staff
   Pool: 14   Accuracy: 6   DV: 5P   AP: -   Reach: 2
Lightsaber Attack
   Pool: 14   Accuracy: Force   DV: Force + Net Hits (Clubs)   AP: Force  Reach: 1

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
Fetish (Lightsaber Hilt)
Sustaining Focus, Manipulation (Bonded Foci) Rating 4 (Lightsaber Hilt)
Silver Credstick with 1136 nuyen.
[/spoiler]

The idea behind making the hilt both a fetish and a sustaining focus is that if you lose your lightsaber you cannot deflect blaster shots anymore. Pretty simple.
An expected defence test vs ranged attacks: rea 3(5) + int 6 + combat sense 3 + deflection 4 = 18 dice, 6 hits on average.

Karma distribution: Negative Qualities +25; Mentor Spirit -5, PPs -30, bonded Sustaining Focus F4 - 8, Money -7.
« Last Edit: <01-19-16/1318:49> by ZeldaBravo »
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Whiskeyjack

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« Reply #6 on: <01-19-16/1512:11> »
I question whether adept spell is worth it. Being a MysAd is unnecessary. Melee + PT + quasi-pornomancer is all you really need. Adept Spell would be Magic Fingers I guess.

Not even getting into blade spells. Nope.
Playability > verisimilitude.

celondon

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« Reply #7 on: <01-19-16/1533:21> »
Personally, I'd use a Qi Focus (4)/Fetish for the Manablade spell.
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Aria

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« Reply #8 on: <01-19-16/1604:10> »
I question whether adept spell is worth it. Being a MysAd is unnecessary. Melee + PT + quasi-pornomancer is all you really need. Adept Spell would be Magic Fingers I guess.

Not even getting into blade spells. Nope.
PT?

I like manablade, more for style over substance I grant you...I'll be honest and confess it is this rather than the mind control stuff that has sent me down the 'Jedi' path...  ::)

I think I'll use Focused Concentration rather than a sustaining focus though, that way I can cast it at a higher force, and it's a 0.5 power that has plenty of other applications too.  I had thought about the combat fetish as the hilt, don't want to nobble myself with drain too badly before a fight even begins!
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Whiskeyjack

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« Reply #9 on: <01-19-16/1635:16> »
Prototype Transhuman.

I don't care if you're a Jedi I still want my no-essence-cost ware. Chock it up to Corp midichlorians. Whatever.
Playability > verisimilitude.

ZeldaBravo

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« Reply #10 on: <01-19-16/1636:52> »

If you only want a lightsaber then probably adept is all you need. I haven't read the description of Adept Spell yet, how do they resist drain? Do they need Spellcasting skill?
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Whiskeyjack

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« Reply #11 on: <01-19-16/1648:39> »
Yeah you need Spellcasting, all drain is physical, and inthinknyiu resist with BOD.

It's not a great option given you can only ever learn that one spell.
Playability > verisimilitude.

celondon

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« Reply #12 on: <01-19-16/1653:40> »

If you only want a lightsaber then probably adept is all you need. I haven't read the description of Adept Spell yet, how do they resist drain? Do they need Spellcasting skill?

You need Spellcasting to cast the spell. Damage is Net Hits on Weapon skill (Clubs or Blades)+Force. You resist Drain with Body +  Willpower and the Drain is always Physical. Drain is F-2.

A Powerblade operates on the same principle as a Powerbolt or Powerball, affecting physical objects, capable of parrying and resisted by armor. A Manablade works like a Manabolt or Manaball, bypassing armor and capable of affecting spirits, but unable to parry physical attacks or damage objects. Unless there is an Errata, I see nothing about AP in the entry, aside from the nature of Manablade. So, using Manablade, you give up the ability to hurt objects (hello, Drone!) but can ignore that Trolls 35 points of Armor.
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ZeldaBravo

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« Reply #13 on: <01-19-16/1717:53> »

A Powerblade operates on the same principle as a Powerbolt or Powerball, affecting physical objects, capable of parrying and resisted by armor.

...except that Powerbolt/ball is a direct physical spell and ignores armor.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

celondon

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« Reply #14 on: <01-19-16/1752:01> »

A Powerblade operates on the same principle as a Powerbolt or Powerball, affecting physical objects, capable of parrying and resisted by armor.

...except that Powerbolt/ball is a direct physical spell and ignores armor.

Which means...what? It's very unclear how this spell is actually supposed to work.
Skating away on the thin ice of a new day!