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Nocturna High Agi, high Cha

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gradivus

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« Reply #15 on: <01-24-15/1246:36> »
https://docs.google.com/spreadsheets/d/1Cb4hvhvyS8l3Ux-ZDUkBJoYXysepRxB5d8Mchrhkw5M/edit?usp=sharing

Life Modules build...stopped at Finishing Karma Balance Step....I'd buy off Made Man, replace it with BiLingual (Sperethiel/English), in which case the English 5 would actually be some other language 4. You have 530 points in any case to buy up your stats/MR and skills... welcome to the world of Mob Accounting.

"Speech" Thought >>Matrix<< Astral

Aethelwulf1972

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« Reply #16 on: <01-24-15/1347:46> »
Gradivus, only problem is I didn't ask for builds of any kind....only concepts...

Whiskeyjack

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« Reply #17 on: <01-24-15/1413:06> »
The beauty of the adept is it can be nearly any archetype (street sam in the essence of combat specialist) besides casters. So, I guess a better question is what do you want to play?
This. It is absolutely easy for this board to advise you, OP, of how to build a character mechanically, avoid trap options, and excel in your chosen field.

But if you don't know what you want to play, people describing the huge myriad of options is probably not going to help you make that decision. The things people are suggesting could be totally off-base to the kinds of characters you like to play.

So I suggest looking at your current team, identifying competency holes or areas that the group is lacking, and thinking about whether you'd have fun filling those competency holes. For example, if you're lacking a decker but you have no interest in playing a decker/mucking about with Matrix rules, I would never suggest stepping up into that role.
Playability > verisimilitude.

gradivus

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« Reply #18 on: <01-24-15/1930:16> »
Just trying to be helpful.
"Speech" Thought >>Matrix<< Astral

Aethelwulf1972

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« Reply #19 on: <01-25-15/0422:47> »
This just in, of the total 4 players in the group, one is a mystic adept spell caster, and one is a sort of jack of all trades type.  So aside from decking and rigging, what is missing and needs to be addressed?

Spooky

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« Reply #20 on: <01-25-15/0934:38> »
Combat and social, depending on what the joat covers.

For the acronym challenged: joat = Jack of all trades
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

Aethelwulf1972

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« Reply #21 on: <01-25-15/0942:18> »
well the joat has the joatmon quality...  so combat/social... what about combat+sneak+social or is that spreading too thin?  and is a point of magic too much to sacrifice for the dni bonus for smartlink and things like implanted comlink/cyberdeck?

also as an adept is initiation +adept centering the only good way of dealing with background count penalties?

Spooky

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« Reply #22 on: <01-25-15/1006:34> »
If you're going to implant smart link, then go with muscle replacement/augmentation/toner to improve agility and/or strength, damage comps or pain editor for combat resilience, orthoskin and/or bone lacing for defense, or full cyber eyes for more vision aids. Alpha grade means you can install 1.25 essence of ware, beta is 1.4, and delta is 2.0. Depends on what limits to availability your situation has, as to what you can get. I suggest making a delta grade wish list, then cutting down for whatever grade you can actually get. Also, I usually think about getting ware after getting initiated, and having the karma on hand to bump up magic. Takes some down time, but can be worth it, if it fits your character.
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

adzling

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« Reply #23 on: <01-25-15/1140:43> »
Considering your starting as a prime runner you can pull off face/ pistol adept/ infiltrator fairly well.

Which, BTW, is my toon.

I did it by taking skills as my lowest priorty and loading up on cyberware, reducing essence cost via way of the burnout.

He is now a bit more powerful than prime runner status and has a pistol dice pool of 20, sneaking of 20, all social skills at 15+ (Impersonation at 19) with social limit of 13.
Dodge pool is 13, 22 with Full Defense via Agile Defender.

He has lots of Adept powers geared towards Ninja and infiltration.
He can run up walls, jump from the tops of (short) buildings, change his appearance to look like someone else and Jedi-mind-trick someone into dropping their weapons or letting him walk past their security checkpoint.

I can post him if you're interested.


adzling

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« Reply #24 on: <01-25-15/1153:13> »
It's also worth noting that if you want to be a REALLY good Face you should consider Way of the Speaker.

my toon's next advances will be:
Speakers Way: 20 <leadership> <1 level auth tone, 1 level freefall>
Silver tongued devil: 2
Magic 5: 25 <astral perception>
Initiate 3: 13 <flexible signature>
Inititate 4: 15 <Presence>

Presence lets him add his initiate grade to his primary social skill (leadership most likely due to commanding voice).
Silver Tongued Devil enhances Commanding Voice to last longer....oooh!
Flexible Signature allows him to impersonate the auras of others, important when you use facial sculpt and keratin growth to look like someone.

some fun things you can do with a speaker's way adept!

Aethelwulf1972

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« Reply #25 on: <01-31-15/1506:29> »
Okay here is an update on the group im with, next session is feb 7:

we have a Mystic Adept, mostly spell casting, so far no conjuring or enchanting, but that fills magical support.

we have the Joat, who so far seems to do not bad at filling the face slot but also has some combat skill.

the newest group member (bringing number of players to 4) is re rolling his character and going with a drone rigger.

so assuming I don't want to double up on primary roles, that basically leaves team Leader, direct combatant, matrix support, and misc support.

For the character I want to build the absolutes will be Nocturna, Adept, High if not max natural agility, and I want to try a close to max Charisma:
based on those absolutes, should I avoid the "AR Decker"?  the idea of using parkour to make an adept a batman/green arrow based character has some appeal, can this be specified into a character that can also excell at the legwork portion of a run? (batman was a detective wasn't he? (not sure about green arrow))

I am not sure how the group is for physical infiltrations,  so should I grab skills for defeating locks? or just have gadgets for that?

Spooky

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« Reply #26 on: <01-31-15/2141:58> »
Adept infiltrator/leader with good combat ability sounds like a good choice, then. What build system are you using?
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

Aethelwulf1972

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« Reply #27 on: <01-31-15/2221:48> »
I will be going with the prime runner Karma levels that 8-bit suggested for either karma gen or life modules... I kinda want to give the life modules a good try... to refresh memories:

Prime Runner can be 1,200. Life Modules Prime Runner can be 1,000. Charisma x 3 Free Contacts Points no matter the system; Free Knowledge/Language Skills equal to (Logic + Intuition) x 2

considering the knowledge skills that all the life modules give I think forgoing the bonus knowledgeand language skills is a good idea for that system...


Spooky

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« Reply #28 on: <02-01-15/1133:37> »
In karmagen I would do an adept infiltrator with decent combat ability, which should be relatively easy. If feasible add combat leader skills/features. Good luck.
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

Aethelwulf1972

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« Reply #29 on: <02-01-15/1153:25> »
so for my ranged combat I like to be able to attack and decent ranges but also silently and I prefer Semi Auto Shooting to Bursts or Full Auto, I also currently kinda like archery...

I also need some close combat cause I discovered first hand how unwise it is to try and fight a spirit with out close combat skills...

so anyone have any suggestions regarding what combat skills to look at?