Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: hannibalisfun on <02-09-16/2151:53>
-
I wanted to try to put together a Mystic Adept that could fill a combat specialist role and some magical support. The group already has a charisma based mage. So, that limits the pressure to fill the magical support role heavily. The other members of the group are a rigger/decker and a “stealthy rigger.”
I ended up building a few different variations of the character. One that would be more focused on using automatics as a primary source of damage in combat and the other would use spells for that.
Combat Mage - Automatics
== Info ==
Name: Unnamed Character Alias: GunMage - EBABE
Human Movement: 12/24
Composure: 8
Street Cred: 0 Judge Intentions: 7
Notoriety: 0 Lift/Carry: 3 (15 kg/10 kg)
Public Awareness: 0 Memory: 8
Karma: 0 Nuyen: 200
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: A(4) - Magician or Technomancer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Counterspelling
== Attributes ==
BOD: 2 CHA: 2
AGI: 5 (6) INT: 5
REA: 5 (9) LOG: 2
STR: 1 WIL: 6
EDG: 3 MAG: 6
== Derived Attributes ==
Essence: 6 Initiative: 10 (14) + 4d6
Physical Damage Track: 9 Rigger Init: 14 + 4d6
Stun Damage Track: 11 Astral Init: 10 + 2d6
Physical: 5 Matrix AR Init: 14 + 4d6
Mental: 5 Matrix VR Cold Init: 5 + DP + 3d6
Social: 6 Matrix VR Hot Init: 5 + DP + 4d6
Astral: 6
== Active Skills ==
Arcana Base: 4 + Karma: 0 = 4 Pool: 6
Assensing Base: 6 + Karma: 0 = 6 Pool: 11
Automatics Base: 6 + Karma: 0 = 6 Pool: 13
Con Base: 6 + Karma: 0 = 6 Pool: 8
Counterspelling Base: 6 + Karma: 0 = 6 Pool: 12
Disguise Base: 5 + Karma: 0 = 5 Pool: 10
Palming Base: 5 + Karma: 0 = 5 Pool: 11
Perception Base: 6 + Karma: 0 = 6 Pool: 11
Sneaking Base: 5 + Karma: 0 = 5 Pool: 11
Spellcasting Base: 6 + Karma: 0 = 6 Pool: 12
Summoning Base: 6 + Karma: 0 = 6 Pool: 12
== Knowledge Skills ==
== Contacts ==
Fixer (Fixer) (CON: 5, LOY: 1)
== Qualities ==
Consummate Professional
Mystic Adept
Superhuman Psychosis
The Magician's Way
Tough and Targeted
Wanted (1)
== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
Ball Lightning DV: F-1
Combat Sense DV: F
Detect Enemies, Extended DV: F
Heal DV: F-4
Improved Invisibility DV: F-1
Influence DV: F-1
Levitate DV: F-2
Physical Barrier DV: F-1
Physical Mask DV: F-1
Stunbolt DV: F-3
== Powers ==
Astral Perception
Heightened Concern
Improved Ability (skill) (Automatics) Rating: 1
Improved Physical Attribute (AGI) Rating: 1
Improved Physical Attribute (REA) Rating: 1
Improved Reflexes 3
== Lifestyles ==
abandoned building (Squatter) 1 months
== Armor ==
Armor Jacket 12
== Weapons ==
Cavalier Evanator
+Folding Stock
+Laser Sight
Pool: 13 Accuracy: 6 DV: 6P AP: - RC: 3
Unarmed Attack
Pool: 5 Accuracy: 5 DV: 1S AP: - RC: 2
== Commlink ==
Common Denominator Element (ATT: 0, SLZ: 0, DP: 2, FWL: 2)
== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Fake SIN (1) Rating 1
Glasses Rating 1
+Image Link
Combat Mage - Spells
== Info ==
Name: Unnamed Character Alias: Combat Mage - EAACE
Human Movement: 10/20
Composure: 8
Street Cred: 0 Judge Intentions: 7
Notoriety: 0 Lift/Carry: 5 (15 kg/10 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 500
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: Counterspelling
== Attributes ==
BOD: 4 CHA: 2
AGI: 5 INT: 5
REA: 5 (8) LOG: 4
STR: 1 WIL: 6
EDG: 2 MAG: 7
== Derived Attributes ==
Essence: 6 Initiative: 10 (13) + 4d6
Physical Damage Track: 10 Rigger Init: 13 + 4d6
Stun Damage Track: 11 Astral Init: 10 + 2d6
Physical: 5 Matrix AR Init: 13 + 4d6
Mental: 7 Matrix VR Cold Init: 5 + DP + 3d6
Social: 6 Matrix VR Hot Init: 5 + DP + 4d6
Astral: 7
== Active Skills ==
Assensing Base: 6 + Karma: 0 = 6 Pool: 11
Con Base: 1 + Karma: 0 = 1 Pool: 3
Counterspelling Base: 6 + Karma: 0 = 6 Pool: 13
Etiquette Base: 2 + Karma: 0 = 2 Pool: 4
Leadership Base: 2 + Karma: 0 = 2 Pool: 4
Locksmith Base: 1 + Karma: 0 = 1 Pool: 6
Negotiation Base: 2 + Karma: 0 = 2 Pool: 4
Perception Base: 6 + Karma: 0 = 6 Pool: 11
Sneaking Base: 6 + Karma: 0 = 6 Pool: 11
Spellcasting Base: 6 + Karma: 0 = 6 Pool: 13
Summoning Base: 6 + Karma: 0 = 6 Pool: 13
== Knowledge Skills ==
== Contacts ==
Fixer (Fixer) (CON: 5, LOY: 1)
== Qualities ==
Consummate Professional
Driven
Exceptional Attribute (MAG)
Mystic Adept
Tough and Targeted
Wanted
== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
Ball Lightning DV: F-1
Control Thoughts DV: F-1
Detect Enemies, Extended DV: F
Flamethrower DV: F-3
Heal DV: F-4
Improved Invisibility DV: F-1
Increase [Attribute] (INT) DV: F-3
Influence DV: F-1
Physical Barrier DV: F-1
Stunbolt DV: F-3
== Powers ==
Astral Perception
Combat Sense Rating: 1
Heightened Concern
Improved Reflexes 3
Motion Sense
== Lifestyles ==
old apartment building (Squatter) 1 months
== Armor ==
Armor Jacket 12
== Weapons ==
Unarmed Attack
Pool: 4 Accuracy: 5 DV: 1S AP: - RC: 2
== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
== Gear ==
Fake SIN Rating 2
These were built with the idea that Heightened Concentration/concern could be used to ignore the penalty of sustaining one spell. Although the more I read the description I think I might be wrong. I should probably dump logic as well with these. Anyway, I wanted to see if anyone has a comments, criticism or suggestions on the characters.
EDIT: These were built using sum to 10
-
There are things I like and dislike about each.
Arcana 4 is a lot of up-front investment in something that is very rarely useful.
You have pools of, like, 3-4 in Con and Negotiation, which...you're better off just not rolling those, given how those tests work.
I much prefer the spell selection of the first sheet.
-
Tough and Targeted with Consumate Professional *snort*
For the first build, 'cause I prefer it over the second.
Shouldn't be 2 Edge? I would also lower 1 or 2 of Reaction and add it to Body.
I recommend Forearm guards. They're cheap and it's +1 Armor.
Is my math off?
Astral Perception = 1
Heightened Concern = 0.5
Improved Ability (skill) (Automatics) Rating: 1 = 0.25 due Magician's Way
Improved Physical Attribute (AGI) Rating: 1 = 0.5 due Magician's Way
Improved Physical Attribute (REA) Rating: 1 = 0.5 due Magician's Way
Improved Reflexes 3 = 3.5
Total of 6.25.
I presume you're gonna Teamwork Con and Negotiation, right?
-
Oh, Imprived Physical Attribute is totally overpriced even with a way discount and ways themselves are also overpriced.
Attribute Boost AGI 2 is going to give you 1-2 more dice than Improved Phys Attribute, easily.
-
By the way, Heightened Concern works with sustaining a spell. Sustaining a spell is a distraction.
Core, page 299.
All injury modifiers apply, as do distractions from sustaining spells, poor conditions, and so forth.
-
Arcana 4 is a lot of up-front investment in something that is very rarely useful.
I re-read the initiation rules and I don't know what the hell I was thinking.
You have pools of, like, 3-4 in Con and Negotiation, which...you're better off just not rolling those, given how those tests work.
I presume you're gonna Teamwork Con and Negotiation, right?
On the Con and Negotiation, the Negotiation was just there because i grab the Influence skill group on sheet two. The Con on sheet two is mostly just habit.
Is there any real benefit on teamwork test worth such a small dice pool?
Tough and Targeted with Consumate Professional *snort*
I was mostly picking flaws that sounded fun but i can see them being kind of BS flaws especially combined together.
Shouldn't be 2 Edge? I would also lower 1 or 2 of Reaction and add it to Body.
Don't humans start at two edge and get on extra special attribute point. Since I have priority A in Magic, edge is the only place for it to go.
Astral Perception = 1
Heightened Concern = 0.5
Improved Ability (skill) (Automatics) Rating: 1 = 0.25 due Magician's Way
Improved Physical Attribute (AGI) Rating: 1 = 0.5 due Magician's Way
Improved Physical Attribute (REA) Rating: 1 = 0.5 due Magician's Way
Improved Reflexes 3 = 3.5
Total of 6.25.
Is there any reason I cannot use magician's way discount on Astral Perception? The book I have in front of me only has Improved Reflexes list as an exception.
Oh, Imprived Physical Attribute is totally overpriced even with a way discount and ways themselves are also overpriced.
Attribute Boost AGI 2 is going to give you 1-2 more dice than Improved Phys Attribute, easily.
So, if I dump the ways and Improved Attributes, any suggestions on worthwhile things to spend the karma back on.
-
Is there any real benefit on teamwork test worth such a small dice pool?
Yeah, you might add 1 or 2 dice for the face.
For each assistant that scores at least one hit, the relevant limit for the leader’s test increases by one. Additionally, each hit the assistants make adds one die to the leader’s dice pool.
Don't humans start at two edge and get on extra special attribute point. Since I have priority A in Magic, edge is the only place for it to go.
Right. It's Human (1). My bad.
Astral Perception = 1
Heightened Concern = 0.5
Improved Ability (skill) (Automatics) Rating: 1 = 0.25 due Magician's Way
Improved Physical Attribute (AGI) Rating: 1 = 0.5 due Magician's Way
Improved Physical Attribute (REA) Rating: 1 = 0.5 due Magician's Way
Improved Reflexes 3 = 3.5
Total of 6.25.
Is there any reason I cannot use magician's way discount on Astral Perception? The book I have in front of me only has Improved Reflexes list as an exception.
None. My mistake was choosing Improved Abilty and not Astral Perception.
Seems I only came here to make myself a fool. My apologies.
-
Well for a MysAd, astral perception is easier to slot in to a qi focus, then you have that PP for other stuff.
As to what that other stuff is: more combat sense! ;D and that karma could go really well towards ranks of Heightened Concentration (sustaining multiple debuffs is awesome), or something like Jack of All Trades, or Witness My Hate.
-
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.
-
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.
I don't subscribe to that interpretation.
-
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.
I don't subscribe to that interpretation.
Also, what magician Metamagics are so important? Adepts can get masking, and after that I can't think of anything that is better than +1 power point. At least so much better its worth spending an additional 20 Karma.
-
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.
I don't subscribe to that interpretation.
Also, what magician Metamagics are so important? Adepts can get masking, and after that I can't think of anything that is better than +1 power point. At least so much better its worth spending an additional 20 Karma.
The only one that comes to mind is Spell Shaping.
-
Analyze device spell for more cheap dice boosts. Possibly as an Alchemist prep.
Heightened Concern works well for Alchemy checks btw. Sustain an increase drain stat spell, use HC to negate the sustain penalty, make preps with around 15 dice to resist drain.
I'd get Body to 5 and go with Agility Boost at least 2, especially on the Exceptional Magic build. Also if you can get an increase Intuition spell or prep going you can very easily drop the Improved Reflexes for Adrenaline Boost and Cram.
Psyche, Psyche, Psyche.
-
Jesus I just noticed the Fake SIN ratings in the original post.
2 is not safe. 1 is really inadequate. Find a way to put together enough money for a rating 4.
-
Jesus I just noticed the Fake SIN ratings in the original post.
2 is not safe. 1 is really inadequate. Find a way to put together enough money for a rating 4.
Yeah, I was originally going to incorporate it into my backstory but i don't think my GM is going to do enough to punish me for having a shitty SIN. So, i fixed it in my current version of the character.
I decide to go with the Automatics Mage. I still can not decide if Heightened Concern is worth having but anyway here is the update character.
== Info ==
Name: James Alias: GunMage - EBABE - V4
Human Movement: 8/16
Composure: 7
Street Cred: 0 Judge Intentions: 8
Notoriety: 0 Lift/Carry: 5 (15 kg/10 kg)
Public Awareness: 0 Memory: 7
Karma: 0 Nuyen: 20
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: A(4) - Magician or Technomancer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Counterspelling
== Attributes ==
BOD: 4 CHA: 2
AGI: 5 (4) INT: 6
REA: 3 (6) LOG: 2
STR: 1 WIL: 5
EDG: 3 MAG: 6
== Derived Attributes ==
Essence: 6 Initiative: 9 (12) + 4d6
Physical Damage Track: 10 Rigger Init: 12 + 4d6
Stun Damage Track: 11 Astral Init: 12 + 2d6
Physical: 4 Matrix AR Init: 12 + 4d6
Mental: 5 Matrix VR Cold Init: 6 + DP + 3d6
Social: 5 Matrix VR Hot Init: 6 + DP + 4d6
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 5
== Active Skills ==
Assensing Base: 6 + Karma: 0 = 6 Pool: 12
Automatics Base: 6 + Karma: 0 = 6 Pool: 11
Con Base: 6 + Karma: 0 = 6 Pool: 8
Counterspelling Base: 6 + Karma: 0 = 6 Pool: 12
Disguise Base: 5 + Karma: 0 = 5 Pool: 11
Locksmith Base: 4 + Karma: 0 = 4 Pool: 8
Palming Base: 5 + Karma: 0 = 5 Pool: 9
Perception Base: 6 + Karma: 0 = 6 Pool: 12
Sneaking Base: 5 + Karma: 0 = 5 Pool: 9
Spellcasting Base: 6 + Karma: 0 = 6 Pool: 12
Summoning Base: 6 + Karma: 0 = 6 Pool: 12
== Knowledge Skills ==
Magical Theory Base: 6 + Karma: 0 = 6 Pool: 8
Sioux Base: 4 + Karma: 0 = 4 Pool: 10
Small Unit Tactics Base: 6 + Karma: 0 = 6 Pool: 12
== Contacts ==
Fixer (Fixer) (CON: 5, LOY: 1)
== Qualities ==
Consummate Professional
Focused Concentration (Rating 4)
Mystic Adept
Superhuman Psychosis
Tough and Targeted
Wanted (1)
== Spells ==
(Tradition: Sioux, Resist Drain with WIL + INT (11))
Analyze Device DV: F-3
Ball Lightning DV: F-1
Detect Enemies, Extended DV: F
Heal DV: F-4
Improved Invisibility DV: F-1
Influence DV: F-1
Levitate DV: F-2
Physical Barrier DV: F-1
Physical Mask DV: F-1
Stunbolt DV: F-3
== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 2
Heightened Concern
Improved Ability (skill) (Automatics) Rating: 1
Improved Reflexes 3
== Lifestyles ==
abandoned building (Squatter) 1 months
== Armor ==
Armor Jacket 12
Ballistic Mask 2
Forearm Guards 1
== Weapons ==
Remington Suppressor
+Concealable Holster
+Sound Suppressor
Pool: 11 Accuracy: 6 DV: 7P AP: -1 RC: 2
Unarmed Attack
Pool: 3 Accuracy: 4 DV: 1S AP: - RC: 2
== Commlink ==
Common Denominator Element (ATT: 0, SLZ: 0, DP: 2, FWL: 2)
+Encryption
== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Earbuds Rating 1
+Sound Link
Fake SIN (Michael M. Marion) Rating 4
Glasses Rating 1
+Image Link
EDIT: I am also debating if I should swap out locksmith for binding.
-
EDIT: I am also debating if I should swap out locksmith for binding.
YES.
What I would do is also take 2 from Assensing and have Binding 6. Assensing is versus a static threshold, so you don't need as many dice - you just need to beat the threshold, which will never change, and it's easy enough to add a specialty in Aura Reading to help yourself (but a dice pool of 10 isn't bad for it). Binding is an opposed test against the spirit's (Force x2) so you want to max it to get the most out of it.
-
I would also lower 1 or 2 of Reaction and add it to Body.
I'd also swap Willpower & Intuition
Is my math off?
Astral Perception = 1
Heightened Concern = 0.5
Improved Ability (skill) (Automatics) Rating: 1 = 0.25 due Magician's Way
Improved Physical Attribute (AGI) Rating: 1 = 0.5 due Magician's Way
Improved Physical Attribute (REA) Rating: 1 = 0.5 due Magician's Way
Improved Reflexes 3 = 3.5
Total of 6.25.
I'd assume it should be perception that is getting the discount.
-
I don't subscribe to that interpretation.
Me either. The CRB didn't deny them so why would the magic book. And per a quote from the writer that wasn't his intent either.
-
I don't subscribe to that interpretation.
Me either. The CRB didn't deny them so why would the magic book. And per a quote from the writer that wasn't his intent either.
On top of it, the magic book is also in the running for the worst editing and mechanics of the entire line.
-
Con Base: 6 + Karma: 0 = 6 Pool: 8
Locksmith Base: 4 + Karma: 0 = 4 Pool: 8
== Qualities ==
Consummate Professional
Focused Concentration (Rating 4)
Superhuman Psychosis
Tough and Targeted
Wanted (1)
Physical Mask DV: F-1
== Powers ==
Attribute Boost (AGI) Rating: 2
Improved Ability (skill) (Automatics) Rating: 1
EDIT: I am also debating if I should swap out locksmith for binding.
New Suggestions
I'd Drop Con & Locksmith both. Take Binding at L6 & then add 4 Specializations to other skills.
Drop Physical Mask, You have the Disguise skill & Improved Invisibility already. Pick up something else like Sterilize or a Increase Intuition.
Assensing does you no good w/o Astral Perception
Drop 1 level of Agility Boost for a 1/4 point elsewhere.
Finally, A mentor Spirit is never a bad option for any caster IMHO.
-
I don't subscribe to that interpretation.
Me either. The CRB didn't deny them so why would the magic book. And per a quote from the writer that wasn't his intent either.
On top of it, the magic book is also in the running for the worst editing and mechanics of the entire line.
May have bad editing but Magician's Way is rather clear...
and the CRB while not denying them non-adept metamagic also doesn't say they get them.
-
and the CRB while not denying them non-adept metamagic also doesn't say they get them.
This is an exception-based rules system, not a game based on explicit statements of permissiveness.
-
You can say whatever you want
However, Magician's Way is very clear:
Unlike their physical counterparts, mystic adepts following
this Way have access to all non-adept metamagic
abilities for which they meet the prerequisites
RAW, mystic adepts without Magician's Way cannot take non-adept metamagics.
You just don't like the rule which isn't the same as it isn't the rule.
Houserule it away all you want- but that's what you're doing.
And if that's how your table plays it I'm cool with it.
-
You can say whatever you want
However, Magician's Way is very clear:
Unlike their physical counterparts, mystic adepts following
this Way have access to all non-adept metamagic
abilities for which they meet the prerequisites
RAW, mystic adepts without Magician's Way cannot take non-adept metamagics.
You just don't like the rule which isn't the same as it isn't the rule.
Houserule it away all you want- but that's what you're doing.
And if that's how your table plays it I'm cool with it.
Look, to be honest, I don't trust this kind of stealth-errata. They could say it more clearly, and chose not to. They could spell it out in the core book, and chose not to. An author came around and was like "that's what is written but was not intended." The left hand doesn't know what the right hand is doing. The RAW itself is heavily suspect. Just being in a book doesn't grant stuff legitimacy, not with how things have been going :\