And an assensing mage easily sees your cyber since you don't have a way of masking your essence loss. Come in wearing cyber and you will make that security scanner beep beep beep unless your decker is able to deal with the device scanning you. Not so easy when you're a cybered junkie or a troll. Unless that guard is capable of assensing and can see through your masking, he has no idea that you're a super-powered meta. What has made the Adept my choice over cyberware for me is that they're more subtle and easier to sneak into a corporate or heavy security run. triangulate your position and send a tactical nuke, of course. That way you can kick ass and the most they can do is stun you or brick your deck. With trodes, it's easier to make a cold-sim or AR decker and keep the initiative up with Improved Reflexes, and adept improved ability on cyber combat or hacking. (works well enough with improved reflexes cyber too) As for his drones, they became super snipers at that point. Why would he do that? He could stay in cold sim mode so that physical damage to his vehicles wasn't physical damage to him. That way he could get the +2d6 rigger bonus to his already +3d6 initiative dice to the max at 5d6. One insanely effective mix I toyed with was a Rigger/Adept who took the vehicle control rig rating 2 and improved reflexes adept power with adept ability gunnery. Conversely, you can start off with lower magic than your essence and buy the magic points later with karma, up to your essence score. And bear in mind that if you make a character with 6 essence, shaving a point of essence for cyber brings it down after the fact, so if you try making a 5 essence adept, it will be 4 after adding the ware. Be wary of Cybereyes if you want to purchase Astral Perception, or things that don't stack like improved reflexes. When you lower your esssence, you limit the maximum rating of some adept abilities, but it's not a total bust unless you absolutely need to get all six levels of something like Combat Sense or something of that nature. It works well enough if you're trying to fill a super specialization or not limit yourself on the tech side. NOTE: If i where your GM, damage from bone density should not work with magic powers, but you can make the case :p You will need melee, dodge and skills to open doors and stuff (electronics with alarms specialization, picklocking.) Perception with visual especialization and sneaking should everyone have too. 7 Str 7 + x (magic gives 5d6 when activating attribute boost)ģ Logic 2 (with karma in character creation) + 1 (augmentationĢ Intuition 2 (1 with karma in character creation)Īdept powers: Attribute boost (STR) 1, Combat sense 1, Killing hands, Improve reflexes 2, nibble fingers 1.
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