Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Lysanderz on <01-18-16/2252:16>
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Alright, maybe my brain is fried, but this is a character type I haven't played before and I'm looking for some solid advice for traditions, mentors, build allocations, the whole kit and caboodle.
I am thoroughly interested in playing what I can only describe as a "Witch Doctor" but not in the healing sense. I want to fully design a street magician who happens to deal Alchemical drugs. By that I mean, on his off days he actively uses his alchemy skill with Euphoria and Opium Den spells, or illusion spells. Think BTL but with magic instead. It's a feel good rush, so it makes sense that addicts could become a thing.
So his story goes like this: Once upon a time WD (Witch Doctor) was a man like any other and specialized in working as an interrogator for XYZ's services. He awoke sometime in high school and as such XYZ paid for his college education where he excelled at illusions and psychology. Interrogators can make quite a name for themselves, and he worked hard to prove himself a very useful asset to his employers. As he moved himself up the chain in the world of intelligence, he eventually was submitted to higher level interrogation resistance training, including the use of drugs in order to elicit answers out of people. During his undergoing of this training, he found he had a taste for hallucinogens. Eventually his drug use was discovered, despite his professionalism at work, and he was released.
So here he was, an unemployed mage who specialized in interrogation on the streets and dosing regularly with hallucinogens and novacoke in order to feel amazing. Over time, and thanks to the use of a lot of drugs, he proceeds to think himself some sort of high priest. He comes to relieve the masses from their pain, to give them hope, to ensure them that the government can't help them. The corporations can't help him. Only he can help them, only he can lead them. And lead them he does in a manner similar to a cult leader but without the desire to attain many followers. Just customers as he acts as their warped spiritual adviser. In short order he becomes a Shadowrunner who acts as magical support, using the funds to generate revenue for his other ventures. He refuses to kill people, but has no qualms when others do it. He just finds it crueler to leave them alive in a world so bleak.
Things I know for sure:
-He has no combat spells, they just aren't his style
-He does not have direct manipulation spells (Control actions, etc) because he feels he has more talent talking and convincing people. So he shouldn't have to force their actions.
-He has a mentor, probably Seducer
-He's out of shape from regular drug usage.
-He believes himself doing some "God"'s work.
I just don't even know where to begin with putting this together, it feels like it has a lot of cogs and such to put together. Help please? I just need some advice on where to start and then I can hopefully flesh it out fully and get some opinions on the finished project.
Annnnnnnd GO MAGIC INTERNET PEOPLE GO!
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Does he deal any with spirits or the astral world? Does he have any weapons/combat angle, or he just doesn't move much with the drugs.
Any specified character generation method (Priority, sum-to-ten, point boy, or life module)
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Probably very little. I imagine he's fond of Spirits of Men. I'd say he'd angle towards a Possession tradition but he's definitely no Voodoo guy.
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Hesitation:
Lots of different requirements to fill here. It's tough to see how this character fits into a runner team. Enchanters tend to be the least in request PCs, as they are least needed on hand (preparations need preparation! ;-)). Not having combat spells make him less damage dealing in combat. As is no direct mind control/manipulation. Possession spirits also have limited potential in combat, as you sacrifice your own body for them (which is not so combat ready itself per request) or have them bound to objects.
Sooo....
Concept:
My concept back to you. The character is less Witch doctor and more of a twisted self-help guru. He thinks he knows how to master his own destiny, be willful/convincing/get what you want, and sometimes you need to get happy in order to the universe to reflect that happiness around you, meaning you should buy his drugs. He has what he thinks is a Psionics Tradition, forgoing the mystical aspects of the magical. He does legitimately have a mentor spirit, which psionic mages usually don't have, but part of the less savory parts of Seducer is that he both convinces the character is not a real Mentor Spirit (more like an avatar of your character's best self) and that being such a little "cult" leader is a good idea. So in all, he is mage that focuses less on magic, but more on mental fortitude/flexibility, self determination, destiny manifestation, etc. His aura readings are more like "judge intentions," helping people see where their beliefs are limiting and how he can help (probably with drugs) get them to a better place. He not only uses his own alchemical spell drugs, but also a mix of street drugs, pharmaceuticals, and magical compounds.
Mechanics:
This character is more of a "6th man"/support character to begin with, IMO. He just in concept doesn't specialize in areas that shadowrunning teams usually need specialists. So with that in mind, I wanted him to have a strong support focus and to cover areas that perhaps are not usually covered by other specialties. Intimidation is not taken by a lot of Faces, so having a background in interrogation, this is a nice complimentary skill to fill that gap. He has a range of magical skills in all areas of magic, which a lot of mages don't have. He can lead rituals and do alchemy (lots of shadowrunners don't), but can then also help w/ teamwork tests for summoning/binding/spellcasting for perhaps a more typical magician. I also hoped that perhaps he could do some poisoning work (mixing sneaking/palming with invisibility, perhaps some spirit powers of concealment, toxins, and other illusion spells), but he doesn't start so ready for this and may not be in your concept. As a support characters, having several contacts is a plus, and I combined high Logic and Intuition with School of Hard Knocks and College Educated qualities to get a ton of knowledge skills too.
One of the crunch reasons I like Psionics for this character is that it is one of the rare traditions with Spirits of Man with a Health Focus. He can keep bound spirits of Man bound spirits in Govi, from which they can cast and sustain Improved Reflexes on the character (in case he does want to move quicker than what is typically physically possible for him), and well as use some other spirit powers if needed. Strategically, I would probably keep bound spirits of man in Govi, but summon other kinds of spirits for self-possession during a fight you can't escape for their other cool powers and skills, as well as some boosts to physical stats for when they count.
See below for a mock-up:
Karma Expenditures: 24 positive qualities, 10 spells, 10 nuyen, -25 on negative qualities = 6 karma remaining.
Didn't intend to make a full mock-up, but just went with it. Please feel free to disregard anything if this isn't want you had in mind!
== Info ==
Name: Unnamed Character Alias: Witch Doctor
Human Movement: 8/16
Composure: 10
Street Cred: 0 Judge Intentions: 11
Notoriety: 0 Lift/Carry: 4 (15 kg/10 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 50
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: E(0) - Human
Attributes: A(4) - 24 Attributes
Special: A(4) - Magician or Technomancer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Binding
== Attributes ==
BOD: 3 CHA: 5
AGI: 4 INT: 6
REA: 3 LOG: 5
STR: 1 WIL: 5
EDG: 3 MAG: 6
== Derived Attributes ==
Essence: 6 Initiative: 9 + 1d6
Physical Damage Track: 10 Rigger Init: 9 + 1d6
Stun Damage Track: 11 Astral Init: 12 + 2d6
Physical: 3 Matrix AR Init: 9 + 1d6
Mental: 7 Matrix VR Cold Init: 6 + DP + 3d6
Social: 7 Matrix VR Hot Init: 6 + DP + 4d6
Astral: 7
== Active Skills ==
Alchemy Base: 4 + Karma: 0 = 4 Pool: 10
Assensing (Aura Reading) Base: 2 + Karma: 0 = 2 Pool: 8 (10)
Binding (Spirits of Man) Base: 5 + Karma: 0 = 5 Pool: 11 (13)
Disguise Base: 2 + Karma: 0 = 2 Pool: 8
Intimidation (Interrogation) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Palming Base: 2 + Karma: 0 = 2 Pool: 6
Perception (Visual) Base: 3 + Karma: 0 = 3 Pool: 9 (11)
Ritual Spellcasting Base: 4 + Karma: 0 = 4 Pool: 10
Sneaking Base: 2 + Karma: 0 = 2 Pool: 6
Spellcasting (Health) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Summoning (Spirits of Man) Base: 2 + Karma: 0 = 5 Pool: 8 (10)
== Knowledge Skills ==
Bars and Clubs (Awakened) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Biology (Parabotany) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Chemistry (Toxins) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
English N
Sprawl Life Base: 6 + Karma: 0 = 6 Pool: 12
Street Drugs (Deepweed) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Underworld Base: 6 + Karma: 0 = 6 Pool: 12
== Contacts ==
(Drug Supplier (Awakaned Specialty)) (CON: 5, LOY: 2)
(Talismonger) (CON: 3, LOY: 3)
(Squatter) (CON: 1, LOY: 1)
== Qualities ==
College Education.RF
Drug Tolerant
Infirm I
Jack of All Trades Master of None
Magician
Mentor Spirit (Seducer)
Pacifist I
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
School of Hard Knocks
SINner (National) (UCAS)
== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (11))
Agony DV: F-4
Analyze Truth DV: F-2
Curse (Ritual) DV: Special
Detox (Alchemical) DV: F-6
Dream DV: F-3
Euphoria (Alchemical) DV: F-3
Heal DV: F-4
Improved Invisibility DV: F-1
Increase Reflexes DV: F
Mind Probe DV: F
Opium Den DV: F-1
Trid Phantasm DV: F
== Lifestyles ==
Low (Low) 1 months
== Armor ==
Actioneer Business Clothes 8
Armor Jacket 12
== Weapons ==
Shock Gloves
Pool: 3 Accuracy: 3 DV: 8S(e) AP: -5 RC: 2
Survival Knife
Pool: 3 Accuracy: 5 DV: 3P AP: -1 RC: 2
Unarmed Attack
Pool: 3 Accuracy: 3 DV: 1S AP: - RC: 2
== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Fake SIN Rating 4 [Fake License 4 (Mage License)]
+Micro-Transceiver
+Subvocal Mic
== Gear ==
Chemsuit Rating 6
Deepweed x2
Glasses Rating 1
+Image Link
Govi Rating 6
Govi Rating 6
Hecate's Blessing x2
Magical Lodge Materials Rating 6
Novacoke x5
Psyche x5
Reagents, per dram x50
Soothsayer x2
Survival Kit
Tool Cleanser (15 Uses)
Zen x5
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Your build is amazing! With a couple tweaks that could totally work!
What did you use to make that character sheet? It's so clean and detailed.
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It's Chummer5.
https://github.com/chummer5a/chummer5a/releases/latest
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Can Govi seat spirit of men? From what I'm reading, it can only hold watcher spirits?
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It confuses me... I think the description of the fluff of govi is that they hold Loa watcher spirits of voduo tradition. These are not game spirits or watchers, but the kind of entities Voduo practioners would house in a real life govi. This is where the idea of the game govi comes from. As "watchers" in game are ritual disembodied entities, I don't think they have any real reason of sitting in a govi. The whole point of them is that they are disembodied.
The description uses "watcher spirits," "watchers," and "spirits" interchangeably. So I think govi are intended to hold actual spirits, particularly ones from possession traditions. I could be wrong though. Magic users are not my specialty.
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I could be wrong. It's one of the reasons I don't love possession traditions pre-initiating. It's hard to find a place for bound spirits. Can you just get a natural object like a rock and use that for a spirit to possess?
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I guess I can ask my GM about it. I'm not sure he will know the specifics either but at the same time he'll at least be able to provide a hard and fast ruling. This build definitely looks fun and after a few tweaks I think this is exactly what I was looking for.
Out of curiosity, where did you get the Psionic tradition? It isn't in Street Grimoire and I'm trying to work backwards through the build to shift things according to personal taste and whatnot.
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Psionics is from the Shadow Spells PDF.
here is its little info box re: spirits and drain stats:
PSIONIC TRADITION
Combat: Fire
Detection: Air
Health: Man
Illusion: Guidance
Manipulation: Task
Drain: Willpower + Intuition
Note: This is a possession tradition
Task Spirits are nice too for a support character, even for self-possession, because they can be summoned for various technical or physical skills that other teammates might not have. Could help the character shine when no one expects and help get out of a pickle if needed.
Let me know if you have questions about reverse engineering it.
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I'll absolutely keep you updated and post the finished project probably a bit later today. I'm rather excited about the whole thing shaping up into an actual character.
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Possession traditions, just...
I don't think they're very good this ed and I think that's in part because how good they could get last ed.
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As far as possession traditions go, it's more flavor than anything else. For Boogey, it makes sense for his character to want things that change people. To forcibly put something arcane into them has so many drug parallels. Anyways, I tweaked around with that build and shifted some numbers, spells, and the like to give him some different things. Big changes were a soft moving away from spirits and a change in race (To elf, because I'm imagining this fat elf grinning maliciously). I also took sadistic and Records on file (Ares, and Horizon; his former employer and someone interested in brainwashing). Let's see how people like this:
== Info ==
Name: Eric Landroche Alias: Boogeyman
Elf, Male Movement: 6/12
5'10", 290lbs Composure: 12
Street Cred: 0 Judge Intentions: 12
Notoriety: 0 Lift/Carry: 3 (15 kg/10 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 175
Age: 32 Skin: Pale
Eyes: Blue Hair: Black
== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: B(3) - 20 Attributes
Special: A(4) - Magician or Technomancer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Assensing
Bonus Skill: Spellcasting
== Attributes ==
BOD: 2 CHA: 7
AGI: 3 INT: 5
REA: 3 LOG: 5
STR: 1 WIL: 5
EDG: 1 MAG: 6
== Derived Attributes ==
Essence: 6 Initiative: 8 + 1d6
Physical Damage Track: 9 Rigger Init: 8 + 1d6
Stun Damage Track: 11 Astral Init: 10 + 2d6
Physical: 3 Matrix AR Init: 8 + 1d6
Mental: 7 Matrix VR Cold Init: 5 + DP + 3d6
Social: 9 Matrix VR Hot Init: 5 + DP + 4d6
Astral: 9
== Active Skills ==
Alchemy Base: 5 + Karma: 0 = 5 Pool: 11
Assensing (Aura Reading) Base: 5 + Karma: 0 = 5 Pool: 10 (12)
Binding (Spirit of Man) Base: 3 + Karma: 0 = 3 Pool: 9 (11)
Con Base: 3 + Karma: 0 = 3 Pool: 12
Disguise Base: 2 + Karma: 0 = 2 Pool: 7
Intimidation (Interrogation) Base: 3 + Karma: 0 = 3 Pool: 10 (12)
Palming Base: 2 + Karma: 0 = 2 Pool: 5
Perception Base: 3 + Karma: 0 = 3 Pool: 8
Performance (Oration) Base: 3 + Karma: 0 = 3 Pool: 10 (12)
Ritual Spellcasting Base: 4 + Karma: 0 = 4 Pool: 10
Sneaking Base: 2 + Karma: 0 = 2 Pool: 5
Spellcasting (Illusion) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Summoning Base: 0 + Karma: 3 = 3 Pool: 9
== Knowledge Skills ==
Bars and Clubs (Awakened) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
Biology (Parabotany) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Chemistry (Toxins) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Police Procedure Base: 1 + Karma: 0 = 1 Pool: 6
Psychology (Microexpressions) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
Street Drugs Base: 6 + Karma: 0 = 6 Pool: 11
Theology Base: 2 + Karma: 0 = 2 Pool: 7
Underworld Base: 2 + Karma: 0 = 2 Pool: 7
== Contacts ==
Drug Supplier (Awakened Specialty), Puyallup (CON: 5, LOY: 2)
Slumlord, Puyallup (CON: 3, LOY: 1)
Street Doc, Downtown (CON: 2, LOY: 2)
Talismonger, Puyallup (CON: 3, LOY: 3)
== Qualities ==
College Education.RF
Drug Tolerant
Infirm I
Low-Light Vision
Magician
Mentor Spirit (Seducer)
Poor Self Control (Sadisic)
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
Records on File (Ares)
Records on File (Horizon)
School of Hard Knocks
SINner (National) (UCAS)
== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (10))
Agony DV: F-4
Curse DV: Special
Decrease [Attribute] (REA) DV: F-2
Detox (Alchemical) DV: F-6
Dream DV: F-3
Euphoria (Alchemical) DV: F-3
Homunculus DV: Special
Mass Agony DV: F-2
Opium Den DV: F-1
Trid Phantasm DV: F
== Lifestyles ==
Low (Street) 1 months
== Armor ==
Actioneer Business Clothes 8
== Weapons ==
Horizon-Flynn Rapier
Pool: 2 Accuracy: 7 DV: 3P AP: -3 RC: 2
Survival Knife
Pool: 2 Accuracy: 5 DV: 3P AP: -1 RC: 2
Unarmed Attack
Pool: 2 Accuracy: 3 DV: 1S AP: - RC: 2
== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
== Gear ==
Chemsuit Rating 6
Fake SIN (UCAS) Rating 4
+Fake License (Mage License) Rating 4
Glasses Rating 1
+Image Link
Govi Rating 6 x2
Magical Lodge Materials Rating 6
Micro-Transceiver
Novacoke x5
Psyche x5
Reagents, per dram x50
Soothsayer x2
Subvocal Mic
Survival Kit
Tool Cleanser (15 Uses)
Tool Kit (Alchemy)
Zen x10
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Looks good!
I bet Whiskey would agree, but I might suggest switching Assensing/Binding. I know you don't mean to have much of a spirit focus, but Binding is an opposed test with significant chances of failure while assensing tests are threshold that you could probably just attempt again at failure (or take some Psyche to add a die, etc.). Also, a spirit can do some assensing if need be too and probably as well or better.
I would also think through your angle as a runner. How does your character shine, what kind of situations, how does he sell himself to a group looking for a new team member. How would a fixer sell your credentials to another group.
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It's very much likely that he is sold as someone who specializes in astral and magical support who is known for low-casualty work. Since he specializes in illusions and distractions, he works to ensure that the stealth specialized individual has windows opened for them and in a firefight he can use his AOE to specifically to delay and hamper reinforcements. Not to mention, it's very likely he is gonna end up as the head of the team that we're building, recruiting burnout drug addicts and building them back up as his own little army that he can use to deal with potential threats and gain favors. Not to mention as an interrogator, he makes an excellent investigator when it comes to investigating people.
So I guess he's "That magical guy who gets people to talk in semi-hostile environments while providing magical support in efforts to delay and throw off security details." I will definitely consider shifting some priority to binding.
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An outstanding interrogator fired over some drug use? Rehab is so much cheaper than a new mage.
That being said I like the general idea. I would drop ritual spellcasting for some form of mundane self defense.
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An outstanding interrogator fired over some drug use? Rehab is so much cheaper than a new mage.
This. You don't fire a talanted (!) mage (!!) for such a minor transgression. You could probably even get away with murder actually.
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It's not that Rehab wasn't an option, it was that it was an option that he refused to take. He found a taste of fun stuff and proceeded to just sort of... lose it. As far as mundane defense do you think it would go better with Pistols or Automatics? Obviously I'll need something semi-concealable and while a pistol isn't a bad choice I'm worried about lack of punch and getting stranded with something.... that won't stop me from dying.
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This is a rapidly spiraling, self destructive concept, it would be an epic mistake to bring it on run imo. While I agree thought experiments are well and good, I would never approve this concept as a GM, it might be workable as a villain with some adjustments to make more combat effective but honestly it's mostly just seems like gonna blow up at any-moment. .
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I dunno. There are plenty of functioning addicts out there in the world, and sure he's slowly going to spiral but he's still decently effective as a manipulator. And while I understand your concerns, as a GM, mine already gave the go ahead and here I am. I'm sure he has something planned, seeing as he approved the concept but overall I'm just trying to tighten the screws and make it happen.
So automatics or pistols? I'd consider Longarms only because shotguns are fun thematically but I really miss Big D rounds in them.
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Longarms or automatics IMO.
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I don't think we have to overthink it. Maybe he was warned a bunch of times for inappropriate drug use. It's one thing to be intoxicated on your own time, but it's another when you are working. Maybe he was a huge jerk to a higher up during an audit or something and it was the last straw. Or, he has a sadistic streak now, and maybe he took some interrogations too far. He was becoming as much a liability as he was an asset. Corps had to check it's bottom line. I might rewrite that he was ex-government than Corps, making it easier for him to walk away and breaking law/over-interrogating could actually have consequences. Or maybe the Corps keeping him on for so long got to his head, so that he felt he was so important that he was valuable enough to go out on his own life mission so he burned his SIN and left. Playing a PC with these kind of issues is tough though, as you do have to work as a team. The character can be narcissistic and also know when to keep quiet or go along with a plan, for now at least...
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Looks good!
I bet Whiskey would agree, but I might suggest switching Assensing/Binding. I know you don't mean to have much of a spirit focus, but Binding is an opposed test with significant chances of failure while assensing tests are threshold that you could probably just attempt again at failure (or take some Psyche to add a die, etc.). Also, a spirit can do some assensing if need be too and probably as well or better.
I would agree.
Maybe even get Binding to a 6.
And cannibalize some stuff to get Summoning 6. You can't even get spirits to bind if you can't summon them, and as it stands, you're going to struggle calling up spirits of worthwhile strength.
This is a rapidly spiraling, self destructive concept, it would be an epic mistake to bring it on run imo. While I agree thought experiments are well and good, I would never approve this concept as a GM, it might be workable as a villain with some adjustments to make more combat effective but honestly it's mostly just seems like gonna blow up at any-moment. .
Can you explain your reasoning a little bit more?
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Can you explain your reasoning a little bit more?
Certainly
== Priorities ==
Metatype: D(1) - Human or Elf
== Attributes ==
BOD: 2 CHA: 7
AGI: 3 INT: 5
REA: 3 LOG: 5
STR: 1 WIL: 5
EDG: 1 MAG: 6
== Active Skills ==
Alchemy Base: 5 + Karma: 0 = 5 Pool: 11
Assensing (Aura Reading) Base: 5 + Karma: 0 = 5 Pool: 10 (12)
Binding (Spirit of Man) Base: 3 + Karma: 0 = 3 Pool: 9 (11)
Con Base: 3 + Karma: 0 = 3 Pool: 12
Disguise Base: 2 + Karma: 0 = 2 Pool: 7
Intimidation (Interrogation) Base: 3 + Karma: 0 = 3 Pool: 10 (12)
Palming Base: 2 + Karma: 0 = 2 Pool: 5
Perception Base: 3 + Karma: 0 = 3 Pool: 8
Performance (Oration) Base: 3 + Karma: 0 = 3 Pool: 10 (12)
Ritual Spellcasting Base: 4 + Karma: 0 = 4 Pool: 10
Sneaking Base: 2 + Karma: 0 = 2 Pool: 5
Spellcasting (Illusion) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Summoning Base: 0 + Karma: 3 = 3 Pool: 9
== Knowledge Skills ==
Bars and Clubs (Awakened) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
Biology (Parabotany) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Chemistry (Toxins) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Police Procedure Base: 1 + Karma: 0 = 1 Pool: 6
Psychology (Microexpressions) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
Street Drugs Base: 6 + Karma: 0 = 6 Pool: 11
Theology Base: 2 + Karma: 0 = 2 Pool: 7
Underworld Base: 2 + Karma: 0 = 2 Pool: 7
== Contacts ==
Drug Supplier (Awakened Specialty), Puyallup (CON: 5, LOY: 2)
Slumlord, Puyallup (CON: 3, LOY: 1)
Street Doc, Downtown (CON: 2, LOY: 2)
Talismonger, Puyallup (CON: 3, LOY: 3)
== Qualities ==
College Education.RF
Drug Tolerant
Infirm I
Low-Light Vision
Magician
Mentor Spirit (Seducer)
Poor Self Control (Sadisic)
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
Records on File (Ares)
Records on File (Horizon)
School of Hard Knocksp
SINner (National) (UCAS)
== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (10))
Agony DV: F-4
Curse DV: Special
Decrease [Attribute] (REA) DV: F-2
Detox (Alchemical) DV: F-6
Dream DV: F-3
Euphoria (Alchemical) DV: F-3
Homunculus DV: Special
Mass Agony DV: F-2
Opium Den DV: F-1
Trid Phantasm DV: F
== Lifestyles ==
Low (Street) 1 months
== Weapons ==
Horizon-Flynn Rapier
Pool: 2 Accuracy: 7 DV: 3P AP: -3 RC: 2
Survival Knife
Pool: 2 Accuracy: 5 DV: 3P AP: -1 RC: 2
Unarmed Attack
Pool: 2 Accuracy: 3 DV: 1S AP: - RC: 2
This amounts to a inter connect positive feed back loop, Seducer and Poor Self Control, which will lead to a quick slid into addiction, combine that with two records on file. This gives you have someone who might be high functioning addict, except that they also love causing pain, and aren't very good at it, or well prepared to deal with for the consequences of it. On top of that they are going to bring you trouble from two megas. To me it's dead man walking. There is also no negotiate skill on character that's basically face type addict.
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This amounts to a inter connect positive feed back loop, Seducer and Poor Self Control, which will lead to a quick slide into addiction, combine that with two records on file. This gives you have someone who might be high functioning addict, except that they also love causing pain, and aren't very good at it, or well prepared to deal with for the consequences of it. On top of that they are going to bring you trouble from two megas. To me it's dead man walking. There is also no negotiate skill on character that's basically face type addict.
I disagree. I think there's going to be plenty of mileage out of this character.
- Seducer is a Composure check to use vices when they are around. With 12 dice, this character will usually succeed there.
- Depending on what's used, they just don't need to use it for a few weeks and it goes away
I think they'll be able to last as long as their GM isn't a jerk. And if your GM is a jerk, they'll screw you over with or without a character design that allows it.
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This amounts to a inter connect positive feed back loop, Seducer and Poor Self Control, which will lead to a quick slide into addiction, combine that with two records on file. This gives you have someone who might be high functioning addict, except that they also love causing pain, and aren't very good at it, or well prepared to deal with for the consequences of it. On top of that they are going to bring you trouble from two megas. To me it's dead man walking. There is also no negotiate skill on character that's basically face type addict.
I disagree. I think there's going to be plenty of mileage out of this character.
- Seducer is a Composure check to use vices when they are around. With 12 dice, this character will usually succeed there.
- Depending on what's used, they just don't need to use it for a few weeks and it goes away
I think they'll be able to last as long as their GM isn't a jerk. And if your GM is a jerk, they'll screw you over with or without a character design that allows it.
You only address addiction, what about the rest Falar?
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Marcus, I believe that if you were OP's GM you would just talk a bit and settle those matters in, like, 5 minutes.
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You only address addiction, what about the rest, Falar?
Records on File doesn't mean they're hunting you. It means if you do something and leave trace, they know it matches the file they've got. It's not as bad as you make it out to be. If it was that bad, it would be worth a ton more than 1 point each.
There's no skill for causing pain. If a character has a knife, he can cause pain. He can't cause pain to get specific outcomes (Torture), but he can cause pain juuuuuuuust fiiiiiiine.
No Negotiation on a high Charisma character is not a reason say they're a dead man walking. That's a preposterous assertion and I didn't feel it needed a reply.
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Records on File doesn't mean they're hunting you. It means if you do something and leave trace, they know it matches the file they've got. It's not as bad as you make it out to be. If it was that bad, it would be worth a ton more than 1 point each.
There's no skill for causing pain. If a character has a knife, he can cause pain. He can't cause pain to get specific outcomes (Torture), but he can cause pain juuuuuuuust fiiiiiiine.
No Negotiation on a high Charisma character is not a reason say they're a dead man walking. That's a preposterous assertion and I didn't feel it needed a reply.
Don't put words in my mouth Falar. He's dead man walking b/c he can't fight and he's impulsive drug addled sadist. Do you find that preposterous?
As to the Negotiate, He's gonna pay more for his drugs b/c he doesn't have negotiate.
Your point is fair ZB they are all fixable issues.
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Don't put words in my mouth, Falar.
I apologize. Since you had stated it all as one paragraph instead of separating it out, I interpreted as being all one linked thought. I can see now that you switched streams after the dead man walking, but didn't break paragraphs. I apologize for my misinterpretation and hope that you accept my apology.
He's dead man walking b/c he can't fight and he's impulsive drug addled sadist. Do you find that preposterous?
He's a dead man walking because:
- ... he can't fight ... - he doesn't need to. He's got spirits for that (Summoning 9) or spells to end it (Spellcasting 14 + Opium Den)
- ... he's impulsive... - which is an RP thing and he has the Composure pool to keep off the truly bad impulses
- ... drug-addled ... - he has no drug addictions, is Drug Tolerant and has a decent pool to resist addiction
- ... sadist ... - this has no bearing whatsoever on his survivability
I still disagree.
Yes, there are some changes that I would make (drop Alchemy like a hot rock unless using my or Bamce's house rules), but nothing that means he's unplayable and doomed to the trash heap of 'runner dreams. And definitely nothing conceptually wrong. If anything, he's more conceptually interesting than a lot of characters.