Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Digital_Viking on <01-07-11/1229:26>
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Ok - for the 500 pt campaign I've mentioned before we may need magical support (1 undecided player). So just in case I thought I'd work up a combat shaman (Combat in that he can do hand to hand and guns as well as spells). The concept being Ex-Sioux Special Forces member (Not a fully developed concept right now, it's a WIP)
This is what I came up with so far - please be gentle, haven't made a spellflinger since SR1 ;)
Name:
Handle:
Race(20 points): Ork
Attributes (230 points)
Body: 6
Agility: 4
Reaction: 4
Strength: 6
Charisma: 4
Intuition: 4
Logic: 3
Willpower: 5
Special Attributes (73 points)
Edge: 1
Magic: 5
Positive Qualities (30 points)
Mentor Spirit (5 points)
Magician (15 points)
Martial Arts (10 points)
Negative Qualities (35 points)
Flashbacks - Uncommon
Lost Loved One
Vendetta
Wanted
Enemy (2)
Active Skills (166 points)
Athletics Group 2
Conjuring Group 3
Astral Combat 3
Counterspelling 3
Dodge 2
Unarmed Combat(Martial Arts) 3(+2)
Infiltration 2
Pilot Ground Craft (Bike) 1(+2)
Spellcasting 5
Etiquette(Street) 3(+2)
Automatics(SMG) 3(+2)
Pistols 3
Knowledge Skills
Sioux N
English 4
Magic Background 2
Magical Threats 3
Military(Sioux Wildcats) 3(+2)
Hangouts (Shadowrunner) 3
Sports (Urban Brawl) 3(+2)
Criminal (Lakota Mafia) 2
Martial Arts - Wildcat : +1 DV Unarmed Combat , +1 Called Shot For Damage
Spells
Physical Barrier
Powerbolt
Stunball
Napalm
Manabolt
Increase Reflexes
Heal
Improved Invisibility (Realistic, Single)
Combat Sense
Detect Life, Extended
Gear:
Sustaining Focus Rtg 3 (Increase Reflexes)
Combat Fetish and Detection Fetish
FFBA 3 w/ Securetech Forearms,Shins and Vitals
Colt Manhunter (Smartgun System, Silencer)
HK 227X (Sling,Electronic Firing)
Ammo (Ex-Ex and Gel for both guns)
Lodge Materials Rtg 6
Pocket Mage Library
Made some adjustments based on the input here - looking forward to input on the changes! Thanks again folks
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Make him Focus-heavy, with Focus addition. It would help with the drain and give a few points of story-related Negative Qualities.
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Make him Focus-heavy, with Focus addition. It would help with the drain and give a few points of story-related Negative Qualities.
Whut, foci don't help with drain(unless their sustaining foci with spells increrasing your drain stats) except for centering focus(witch ofcource regueir you to have centering metamagic)
Are you maybe confusing foci with spell fetishes?
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You might discuss with your GM how the tactics specialization will come into play. Tactics is one of the skills that is hard to relate to roleplaying games in my opinion. I would look at going to the firearms skill group since you only need 6 points for 3 levels in longarms which is useful in my opinion.(You can act as overwatch or use a shot gun in close) or else maybe going the other direction and dropping either pistol or automatics and become more of a specialist in one or the other.
You have a good spread of spells a couple that I have found to be very useful that you might look at are: improved invisibility, physical mask, mindnet, and thought recognition. Do you expect to run into a lot of spirits? If not you might look at trading out the spirit barrier and pick it up later. Spell formulas are very cheap and the karma to learn it is only 5 so if you need it later you can get it.
Are the two adept powers you have worth loosing the power in your spells for what you are looking to do? You could get a killing hands type effect by using a touch spell with an elemental effect.
In SR4A you have to pick a type of spell for you sustaining focus. Is this for your increased reflexes?
Hope all of this helps
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Damn, i was thinking of fetishes. Meh. :)
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You might discuss with your GM how the tactics specialization will come into play. Tactics is one of the skills that is hard to relate to roleplaying games in my opinion.
There are some excellent new rules for Leadership in WAR! (which my group put to great effect yesterday, gave the action girl something useful to do when she was prevented from engaging the foe). The Tactics specialization applies to a concentrated fire buff. For a PC/squad-sized group, specializing in Tactics is actually overkill, as this character would easily have 10–12 dice after accounting for social skill modifiers, to hit thresholds in the 1–3 hits range. It's useful if you plan to lead larger groups, though.
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Bump for changes
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Not sure how much of a role Spirits will play initially - would I be better off going Summoning and Binding 3 rather than the Conjuring group at 3?
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You might consider Summoning 3 or better, Banishing and Binding at 1-2. At the beginning you're going to need Karma for developing your character. Spirits usually come later.
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With my shaman I was completely useless in combat (except for keeping people invisible and such) until I realized a good couple of spirits could do more damage than most of the rest of my group. When I started combat-summoning I really made a difference in the harder battles. So maybe you want to up your Summoning, but keep Binding and Banishing lower (even though a bound spirit can do so much more for you).
Concerning the Sustaining Focus... Well, I would wait with the Health-foci (note that focis are bound to spell categories, not individual spells) until I got enough Karma and money to get a rating 4, since you won´t be able to max out the Increased Reflexes with a rating 3 foci.
Make sure your Mentor Spirit is comfortable with combat, preferably giving you nice bonuses to combat spells or summoning beast-spirits or something like that.
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If you looking for points, I suggest dropping Dodge 2. Part of the Athlectics group is Gymanstics which you can use in place of Dodge skill.
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I like Napalm at a mage with low drain stats :D
the rest of the spells are just "i-need-that-to-be-a-common-runner", but for a military background, that's probably what he was taught...
I don't like Edge 1, in a 500pt campaign, you might need more than one
the rest looks very nice
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I'd recomend dropping the Napalm and Physical Barrier spells. Napalm will knock you out at Force 1, I don't have my books but I think thats the one thats drain = (f/2)+7 due to the dual water and fire nature. Maybe substitute a Fireball or BallLightning for it. Physical Barrier is going to be taxing as its effective at high force only in most situations.
Combat Sense is going to give you -2 dice without a Focus to lock it on.
Grabbing a Power Focus (Force 1 or 2) now is a lot easier than getting one later, and provides dice for all pools involving Magic attribute.
Your drain stats are low (cha + will?). To resist the drain summoning some decent spirits you might want to get your charisma up a notch if you can, and that'll help with those Force 5 spells too.
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If you looking for points, I suggest dropping Dodge 2. Part of the Athlectics group is Gymanstics which you can use in place of Dodge skill.
Only in full defense though; not for normal dodges.
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You don't get either skill in normal ranged dodges. It's only in melee and vehicle dodges that Dodge vs Gymnastics comes into play.
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vendetta reads
"Char has an Enemy (quality with minimum incidence rating 4 required). He must succeed Composure(3) test to refrain from violently confonting him."
your enemy is insufficient.
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Having one edge is a mistake.
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edge is whatever, it's good to have but sometimes it's just not fitting for a character to be lucky. you know?
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edge is whatever, it's good to have but sometimes it's just not fitting for a character to be lucky. you know?
but Luck is only part of the aspect that edge is. It should be renamed in "Awesome" or "Cool" (like in CP2020). It's what makes you the hero of the story. Without Edge, you're no different from any NPCs. For a guy, who is particularly unlucky, there's a negative quality for that.
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edge is whatever, it's good to have but sometimes it's just not fitting for a character to be lucky. you know?
Wow, you cannot be more wrong....
Well, maybe if you mistook a cooper mini for a suspension bridge, but that;s not the point.
Edge is Awesome, with a capital Awww!
I cannot imagine playing a PC with less than 3 edge, and most PC's have it at 5.
it can:
- Let you go first in combat
- Give you another action in combat
- Give you a chance at success in even the most dire circumstances in any situation
- SAVE YOUR LIFE (burning edge)
It's a general, cinematic cure-all for when you're stuck out of your element...
- The scrawny mage got dunked in the sewer, and has to make a swim check
- The street Sam can't ride a bike, but that't the only transport out of the compound
- The troll forgot his ID and needs to sweet talk the nice police officer (who has many, many SWAT guys standing behind him)
- Jumping off the hotel roof and aiming for the pool was the only way out....and you missed....but still ge to live and Run another day
It's just plain great. I love edge....next bunch of Karma goes to raising Edge to 6 :)
I believe someone out there has a Technomancer PC with Edge 8....sounds like fun! :)
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Yes, Edge is Good and Edge is your Friend, etc
but sometimes You don't have enough BP or Karma to get more Edge.
In these Ocasions Edge is the first Thing I raise
HokaHey
Medicineman
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Game mecanics wise I agree on the Edge point issue. Edge also should be a part of a military war shaman. With the balance of spells I have to think your shaman is coyote. Any other and it would have had a more limited selection to chase the totems preferences but maybe not. Your mentor may have valued the flex outlook. Contacts to the Wildcats, Medicine man traditions talismonger, NAN govt, Fixer, or mercs would work. You should trim the character to fit his totem, his working region (Contacts), and maybe some backstory about leaving the Cats, the enemy situation, and future goals that dropped him in the shadows instead of high end corp job or govt work.
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Hey, don´t look down on the misfortunates of the Sixth World! Having just the one Edge can be really fun! I´m playing a single-Edge character, never using the temporary Edge at all, only burning it every time death is the only other option (an over-all unlucky bastard, but with a talent for not dying)... Have been doing this five times now, buying the lost point of Edge back with the latest Karma reward as fast as possible. Unfortunately, my GM ruled that the current (sixth) point of Edge is the final one, I won´t be able to buy any more after this since 6 is the highest Edge I can have. Poor little Street Shaman, only one extra-life left...
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Unfortunately, my GM ruled that the current (sixth) point of Edge is the final one, I won´t be able to buy any more after this since 6 is the highest Edge I can have. Poor little Street Shaman, only one extra-life left...
So, a cat shaman should have a edge max of 9!?
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So, a cat shaman should have a edge max of 9!?
By all rules of fairytales he should!
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Unfortunately, my GM ruled that the current (sixth) point of Edge is the final one, I won´t be able to buy any more after this since 6 is the highest Edge I can have. Poor little Street Shaman, only one extra-life left...
Play a Free Spirit. Maximum attribute = Magic 8)
In my campaign, current Magic = 8 and just raised Edge to 6 ;D
.... 7 is looking very close ::)