When you’re looking at the full gamut of abilities available to adepts, it can be a little daunting. If you’re wondering, it took me less than 2 hours to sufficiently modify the adept powers from the old Street Grimoire to be used with SR6. There are a lot of ways to build an interesting and effective Physical Adept, particularly once you port over the old adept abilities from SR5 (or wait for the new expansion books to come out). As always, you won’t have the raw power of the dedicated Rigger, but a Rigger can’t suddenly blind another driver or throw up a Physical Barrier behind himself! You choose spells that constitute “dirty tricks” to use against other drivers. You use your Adept powers for Increased Reflexes and improving your Reaction and Piloting skill. The Wheelman – This one’s perhaps a little of a stretch, but follow me here. This is a great build if you’re new to a group that already has one or more pure-combat characters, or if you’re starting a new campaign with other players who want to focus their characters on combat-you can tee up a lot of things for them to knock out of the park. Your focus here is on misdirection, ambushes, hit-and-runs and keeping your enemy off-balance. I’m of the opinion that you’re better off enhancing firearms abilities than hand-to-hand ones, but you can do just fine with either (or both, if you don’t mind the long haul of initiation to fully realize your character). Take your spells from the illusion category and focus your Adept powers on combat-related powers. For this approach, I would take only the Sorcery skill of the magical skills, with a specialization in Illusion. The Asymmetrical Warrior – Again, perhaps not as powerful, straight-up, as a street samurai or physical adept, but if you can play cleverly, you can achieve things that neither of those archetypes can touch.Take a specialization in Counterspelling, a high Conjuring skill, the Astral Perception power and other Adept Powers that will help you to bring the pain to enemy spirits. The Arcane Defender – I’m not convinced that the mystic adept is better suited to this role than a full mage or physical adept, but this approach does seem fun to play.The mystic adept gives you options, and that’s what a good spy needs. In my mind, this is the best role for a mystic adept, because good tradecraft is as much about unpredictability of approach and strong improvisational skills as anything else. The Stealthy Face – Particularly if you’re able to work with your GM to port over some of the adept abilities from 5 th edition (Facial Sculpt, Melanin Control, Etc.) and you focus your spells on the Illusion and Detection categories (again, even more helpful if you’re able to port over the broader range of spells from previous editions), you can build a very solid character with a primary focus on social interaction or stealth and the other role in a secondary position.Stick to old-fashioned (or, more likely, new-fangled) firearms for dealing your damage. Right off the bat, don’t spend many resources on combat spells-with a Magic below 6, your damage output isn’t going to be worth the Drain. There are a few ways to build very effective mystic adepts, in my opinion, but the focus will always be on flexibility of approach rather than raw power. If you fall into the trap of trying to match the physical adept on one side or the full mage on the other (or, God forbid, both!), you’re going to spend a lot of time pouring over minute build details and never be satisfied. For the previous post in this series, click here.Īfter being overpowered in the previous edition, mystic adepts have been returned to the role that suits them (and the rest of the rules) best-jacks of (many) trades, masters of none.
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