NEWS

Ork Infiltrator?

  • 5 Replies
  • 1504 Views

SekhmetBast

  • *
  • Newb
  • *
  • Posts: 9
« on: <05-29-19/0041:26> »
It's been a minute since the last time I made a character.

Joining a PbP, 4th Edition, 20th Anniversary, 400 BP.

I'm planning to make an Ork Infiltrator/Combat Specialist, that can handle magical threats. So, either an Adept, Magician, or Mystic Adept.

Outside of that though, I'm kinda stuck. I know where points go, and what not, i'm just kinda having writer's block on where to put them.

Ideally, Athletics, and Infiltration would be a focus, I'd like to handle combat the old fashioned way, so blades and a weapon focus, and probably a firearms skill.
Outside of that I'm stuck, any ideas?

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3938
« Reply #1 on: <05-29-19/1441:44> »
So what exactly is the question? I'm not sure, since you say you know where points go but that you have writer's block about where to put them.

UmaroVI hasn't been around in 5.5 years, but his archetypes are a solid place to start in terms of inspiration: https://forums.shadowruntabletop.com/index.php?topic=4495.0

Mystic Adepts aren't that good in 4th Edition. If you want to handle magical threats, then I guess the question becomes 'what sort of magical threats'. If you want to deal with spirits, then an adept with a weapon focus (or Killing Hands) and generous applications of the Critical Strike power will take you a long way. If you want to deal with enemy spellcasters and summoners, then you can just shoot them, but that's not a solution that would be unique to this character concept.

SekhmetBast

  • *
  • Newb
  • *
  • Posts: 9
« Reply #2 on: <05-29-19/1540:51> »
Yes, sorry, I was going to edit that but fell asleep.

I'm more looking for ideas to get things started. Get the creative juices flowing. Than like building the character itself. If that makes sense.

So, in question form, I guess. What do you guys do when your stuck on a character? With all the possibilities out there what helps you narrow down what your doing?

And, yes, going straight adept or magician is usually better. But I've had some fun with mystic adepts. I'm probably not trying to make that kind of crunch work though.
« Last Edit: <05-29-19/1558:43> by SekhmetBast »

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3938
« Reply #3 on: <05-29-19/1745:16> »
Since you have "ork infiltrator" you have a start. Then, some binary choices:

- Straight adept or augmented? Bioware is a good way to get extra Agility.
- Way of the Adept, yes or no? Both the Invisible Way and the Warrior's Way would be useful here. Both, if your GM lets you get away with it.

I also find that Qualities, both positive and negative, add a lot of flavor. Some, like Catlike, are just mechanical. Others, like Human-Looking, can change the way the character plays. I often scan through the Qualities and see what sort of hooks those can provide.

Same with the adept powers. Some just add dice, while others really inform the character. Don't underestimate some adept powers like Magic Sense and Eidetic Sense Memory, which can give you a niche, something you can do that nobody else can.

SekhmetBast

  • *
  • Newb
  • *
  • Posts: 9
« Reply #4 on: <05-31-19/0009:58> »
BTW.

I thought critical strike only applied to unarmed strikes. Like half the other adept powers, is that not true? Did they errata it somewhere?

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3938
« Reply #5 on: <05-31-19/1249:47> »
Ah, my mistake. I am conflating 4E and 5E rules for Critical Strike.

You are correct that 4E is Unarmed-only, but you can have as many ranks of it as you want (up to your Magic rating). This is what leads to the "I Punch Through Worlds" adept.

5E lets you take Critical Strike for Blades and Clubs too, but limits you to one rank.