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khai_adept [2024/05/21 15:57] – external edit 127.0.0.1khai_adept [2024/10/27 15:02] (current) – [The Natural Adept] khai
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 ==== The Natural Adept ==== ==== The Natural Adept ====
-In general, loading up on high-grade cyberware and bioware tends to provide more benefits than we would have gained from the lost magic. Nothing that we do or use depend on our essence rating, and we can recover lost magic through initiation. Our maximum magic rating does get reduced; with zero magic lost to implants, our maximum magic rating is 26. With 3 or more magic lost to implants, our maximum magic rating is 20.+In general, loading up on high-grade cyberware and bioware tends to provide more benefits than we would have gained from the lost magic. Nothing that we do or use depend on our essence rating, and we can recover lost magic through initiation. Our maximum magic rating does get reduced; with zero magic lost to implants, our maximum magic rating is 26. With 3 or more magic lost to implants, our maximum magic rating is 20. But 26 magic doesn't really compare to 20 magic + up to 5.99 essence of cyberware + up to 8.0 index of bioware.
  
-However, that's not necessarily the case in group play, because a spellcaster'heal spell has a TN that depends on their target's essenceIf we have a full 6 essence, then mage has good odds of healing us for 8 boxes, or a shaman can heal us for 12 boxes, with just a single cast. This sort of pairing has an additional synergy in that our pain relief power can be used to alleviate their spell drain.+However, the natural adept does get benefits in RP or group play: the dice we use for our pain relief and empathic healing powers is our magic ratingthe former of which can be used to recover a spellcaster'drain (and is the only mechanic in the game that can do so)In addition, our higher essence makes it lot easier for the spellcaster to use their heal spell on us and may also reduce social penalties in PRUNs.
  
 ==== Unarmed Combat ==== ==== Unarmed Combat ====
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 ==== Armed Melee Combat ==== ==== Armed Melee Combat ====
 With a weapon focus, adepts can roll more dice on the attack than any non-adept in the game. A rating 3 weapon focus plus 10 skill allows 13 more dice to be allocated from our combat pool, totaling 26 dice (or 27 with enhanced articulation). Admittedly, only zero reach weapon foci are available at rating 3.... For weapons with reach, adepts roll equal dice on the attack as mundanes (10 skill +2 focus + 12 cpool, compared to 12 skill + 12 cpool). Of course, when defending, we roll more dice regardless because of the counterstrike power. With a weapon focus, adepts can roll more dice on the attack than any non-adept in the game. A rating 3 weapon focus plus 10 skill allows 13 more dice to be allocated from our combat pool, totaling 26 dice (or 27 with enhanced articulation). Admittedly, only zero reach weapon foci are available at rating 3.... For weapons with reach, adepts roll equal dice on the attack as mundanes (10 skill +2 focus + 12 cpool, compared to 12 skill + 12 cpool). Of course, when defending, we roll more dice regardless because of the counterstrike power.
 +
 +Adepts can also reach much higher strength than mundanes through access to the improved strength and boosted strength powers, making our blows with strength-based weapons that much more difficult to resist. Shamans can technically reach the same level through a force 12 increase strength spell, but they will suffer sustaining penalties to all of their actions while doing so.
  
 ==== Ranged Combat ==== ==== Ranged Combat ====
-While an adept rolls less dice when firing a firearm, melee skill is still used for melee defense and so the counterstrike power still plays a role. In addition, the bonus dice to dodge from the side step power helps significantly when on the receiving end of gun fire (though less so when full auto makes the dodge TN difficult). Using a firearm is actually the easier way to play the early career adept since both counterstrike and side step are quite efficient at +1 die per 0.5 magic rating, and there's no spell or 'ware equivalent. Other powers that are important to this role are the improved sense low-light and thermo vision powers, which are considered natural and thus provide the best compensation against lighting and weather conditions, and the improved sense magnification power, which won't take up an accessory slot on our firearm.+While an adept rolls less dice when firing a firearm, melee skill is still used for melee defense and so the counterstrike power still plays a role. In addition, the bonus dice to dodge from the side step power helps significantly when on the receiving end of gun fire (more so when rooms away, less so when full auto makes the dodge TN difficult). Using a firearm is actually the easier way to play the early career adept since both counterstrike and side step are quite efficient at +1 die per 0.5 magic rating. Other powers that are important to this role are the improved sense low-light and thermo vision powers, which are considered natural and thus provide the best compensation against lighting and weather conditions, and the improved sense magnification power, which won't take up an accessory slot on our firearm.
  
 ==== Cyberware/Bioware ==== ==== Cyberware/Bioware ====
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 Some notable adept powers where 'ware do not provide a similar effect: Some notable adept powers where 'ware do not provide a similar effect:
-  * side step (+dodge dice) 
   * counterstrike (+melee dice when defending)   * counterstrike (+melee dice when defending)
   * magic resistance (+dice against spells)   * magic resistance (+dice against spells)
khai_adept.1716332266.txt.gz · Last modified: 2024/05/21 15:57 by 127.0.0.1