Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: frankbrosell on <03-12-16/1057:45>

Title: Inception-hack mage
Post by: frankbrosell on <03-12-16/1057:45>
Very new to the game and trying to make my first character.  This is rather difficult as I have yet to procure a corerule book.  But I'm pretty sure I have got the general gist of how the system and attributes work.

What I am trying to make is a magic user who uses magic to interface with tech and the matrix, and specializes in illusion magic outside of the Matrix.

In further study, I realize what I might have actually been going for is a Technomancer who specializes creating illusions in others AR gear...but I will take whichever is more feasible.

Any thoughts or help would be appreciated.
Title: Re: Inception-hack mage
Post by: Whiskeyjack on <03-12-16/1101:00>
What I am trying to make is a magic user who uses magic to interface with tech and the matrix, and specializes in illusion magic outside of the Matrix.
Magic doesn't really interact with the Matrix (except insofar as some spells can affect cameras and drones as well) but being an illusionist who can drive a car's computer insane with magic is definitely a thing (and a hilarious thing).

In further study, I realize what I might have actually been going for is a Technomancer who specializes creating illusions in others AR gear...but I will take whichever is more feasible.
I wouldn't really call this "feasible" tbh, especially not on a combat time scale, and frankly, in no way should a new player be trying to deal with the huge mess that is technomancers.
Title: Re: Inception-hack mage
Post by: frankbrosell on <03-12-16/1109:42>
I can settle for inducing madness...could this madness effect any hacker trying to access said technology?
Title: Re: Inception-hack mage
Post by: Whiskeyjack on <03-12-16/1121:53>
I can settle for inducing madness...could this madness effect any hacker trying to access said technology?
No, that's not how it works, it would just be putting an illusion debuff onto a drone, vehicle, or in an area. It doesn't affect someone interacting with that through the Matrix.
Title: Re: Inception-hack mage
Post by: Reaver on <03-12-16/1216:40>
Your best bet is to read the core rule book before you try to decide on a character archtype.
Shadowrun is very rules intensive and has nany disconnects in the various 'realms' of play

In general, matrix, physical, and astral are all seperate and do not directly interact with each other. (Exceptions do apply).

Until you've had a chance to read the book, knowing what you and can not do is tricky to say the least.
Title: Re: Inception-hack mage
Post by: Whiskeyjack on <03-12-16/1227:26>
And general consensus is that it's easier to start playing with a street samurai of physical adept, since you just have to learn the core system and combat system, not the matrix and magic add-ons. Yes, physical adepts do have magic, but it's different and much less complicated that a character who can cast spells and summon spirits.
Title: Re: Inception-hack mage
Post by: KraakenDazs on <03-14-16/1537:54>
What I am trying to make is a magic user who uses magic to interface with tech and the matrix, and specializes in illusion magic outside of the Matrix.
Magic doesn't really interact with the Matrix (except insofar as some spells can affect cameras and drones as well)

True, but not entirely impossible.

A decker can deck without any ware, using trodes. So can a mage.

You'll need a deck, lots of skills (Computer, Hacking, Electronic Warfare,Software, Hardware), some way to reduce noise (Ideal way: Datajack and antennas, worth sacrificing 1 pt of magic to be honest.) , the Improve Logic Spell, Increase Reflexes spell (Especially if you're not getting a datajack as you'll need that in AR hacking. Some ways to sustain those spells so you dont incur too many minuses (Ally spirits, bound spirits, sustaining foci...etc..)

Most important you need a boost on detection spells capacity. An high level Spell foci comes to mind. Combine it with the spell Analyze device, and with enough successes or an edged roll you can pick up an all around +3/4 dice to all rolls you do with your Analyzed Device (Deck), that will make up for the lack of pinpoint optimization would have as a regular Decker. But be warned, it's an Object Resistance spell test, and computers start with at LEAST 15 dices against yours (Magic doesn't mesh WELL with tech. It meshes, just.not.well.). So with Magic 5, Spellcasting 6 with Detection Specialization and a +2 mentor barely equals that 15, so until you can net that foci, ally spirit, or an higher Magic level, it's not going to be optimal for a little while.

BUT it's possible! If a bit convoluted.
Title: Re: Inception-hack mage
Post by: ZeldaBravo on <03-14-16/1649:54>
You can easily be a magician decker if you're decker first, mage xth. But decking is not the best thing to "multi class", into. How do I put this... You're most likely gonna be a "decker with benefits" instead of a "hacker wizard" if you optinise.
Title: Re: Inception-hack mage
Post by: Whiskeyjack on <03-14-16/1747:05>
Suggesting a decker/Mage to a total newbie who doesn't even own the core is just sadistic.
Title: Re: Inception-hack mage
Post by: KraakenDazs on <03-14-16/1929:28>
(https://c1.staticflickr.com/3/2883/9909953816_e8cecebfc3_z.jpg)

Yeaaaaah. Maybe it`s not the easiest ''entry level runner''..... i will argue the viability build, but i will concede the wisdom or not biting into such a complicated mess at an entry-level Shadowrun player  ;D

If you`re looking for a `''mystical approach'' to computer hacking, you might be interested in technomancers however. They are considered a bit underpowered these days, but they definitely have flavor.
Title: Re: Inception-hack mage
Post by: Dinendae on <03-14-16/2325:58>
Suggesting a decker/Mage to a total newbie who doesn't even own the core is just sadistic.


An adept/decker on the other hand is entirely doable, and could help ease them in with both decking and awakened.
Title: Re: Inception-hack mage
Post by: Whiskeyjack on <03-14-16/2344:53>
Suggesting a decker/Mage to a total newbie who doesn't even own the core is just sadistic.


An adept/decker on the other hand is entirely doable, and could help ease them in with both decking and awakened.
That's true but neither any flavor of decker nor a TM is really going to be able to do the stuff the OP wanted to do.
Title: Re: Inception-hack mage
Post by: Dinendae on <03-14-16/2353:38>
Suggesting a decker/Mage to a total newbie who doesn't even own the core is just sadistic.


An adept/decker on the other hand is entirely doable, and could help ease them in with both decking and awakened.
That's true but neither any flavor of decker nor a TM is really going to be able to do the stuff the OP wanted to do.


Unfortunately, no. It sounds like the TM should be able to do it, and do it well, but the fade values are a killer.  :(
Title: Re: Inception-hack mage
Post by: frankbrosell on <03-19-16/1149:34>
Lol, read all of your responses and started using Chummer to sort through the insanity...this is what I came up with...

Thoughts?

== Info ==
Street Name: Jackson
Name: Jackson
Movement: 8/16
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 24
Height 6' Weight 200
Composure: 11
Judge Intentions: 11
Lift/Carry: 2 (15 kg/10 kg)
Memory: 6
Nuyen: 0

== Priorities ==
Metatype: D - Human or Elf
Attributes: C - 16 Attributes
Special: A - Magician or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥

== Attributes ==
BOD: 1
AGI: 4
REA: 1
STR: 1
CHA: 6
INT: 5
LOG: 1
WIL: 5
EDG: 4
MAG: 7

== Derived Attributes ==
Essence:                   6
Initiative:                6 + 1d6
Rigger Initiative:         6 + 1d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      6 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     9
Stun Damage Track:         11

== Limits ==
Physical:                  2
Mental:                    4
Social:                    8
Astral:                    8

== Active Skills ==
Animal Handling            : 0                      Pool: 5
Archery                    : 0                      Pool: 3
Automatics                 : 0                      Pool: 3
Blades                     : 5                      Pool: 9
Clubs                      : 0                      Pool: 3
Con                        : 3 [Seduction]          Pool: 11 (13)
Counterspelling            : 5                      Pool: 12
Disenchanting              : 1                      Pool: 8
Disguise                   : 5 [Cosmetic]           Pool: 10 (12)
Escape Artist              : 0                      Pool: 3
Etiquette                  : 0                      Pool: 5
Exotic Melee Weapon        : 6 [Monofilament Garrote] Pool: 10
Gunnery                    : 0                      Pool: 3
Gymnastics                 : 0                      Pool: 3
Heavy Weapons              : 0                      Pool: 3
Impersonation              : 3 [Human]              Pool: 9 (11)
Instruction                : 0                      Pool: 5
Intimidation               : 0                      Pool: 5
Leadership                 : 0                      Pool: 5
Longarms                   : 0                      Pool: 3
Navigation                 : 0                      Pool: 4
Negotiation                : 0                      Pool: 5
Perception                 : 4 [Searching]          Pool: 9 (11)
Performance                : 0                      Pool: 5
Pistols                    : 0                      Pool: 3
Ritual Spellcasting        : 5                      Pool: 12
Sneaking                   : 0                      Pool: 3
Spellcasting               : 5                      Pool: 12
Survival                   : 4 [Urban]              Pool: 9 (11)
Throwing Weapons           : 0                      Pool: 3
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 0                      Pool: 3

== Knowledge Skills ==
Arabic                     : 1 [Speak]              Pool: 6 (8)
English                    : 1 [Speak]              Pool: 6 (8)
French                     : 1 [Speak]              Pool: 6 (8)
German                     : 1 [Speak]              Pool: 6 (8)
Japanese                   : 1 [Speak]              Pool: 6 (8)
Latin                      : 1 [Read/Write]         Pool: 6 (8)
Russian                    : 1 [Speak]              Pool: 6 (8)
Spanish                    : 1 [Speak]              Pool: 6 (8)

== Contacts ==
Bones (3, 3)
Doc (3, 3)
Maggie (3, 3)

== Qualities ==
Exceptional Attribute (MAG)
First Impression
Insomnia (Full)
Magician
Mentor Spirit (Seducer)
Out For Myself

== Spells ==
(Tradition: Shamanic, Resist Drain with WIL + CHA (11))
Agony                      DV: F-4
Chaotic World              DV: F
Control Animal             DV: F-3
Control Thoughts           DV: F-1
Influence                  DV: F-1
Mass Agony                 DV: F-2
Mass Confusion             DV: F-1
Mob Control                DV: F+1
Mob Mind                   DV: F+1
Physical Mask              DV: F-1

== Armor ==
Chameleon Suit                      9
Clothing                            0

== Weapons ==
Combat Knife
   Pool: 9   Accuracy: 6   DV: 3P   AP: -3   RC: 1
Horizon-Flynn Rapier
   Pool: 9   Accuracy: 7   DV: 3P   AP: -3   RC: 1
Monofilament Garrote
   Pool: 10   Accuracy: 5   DV: 7P   AP: -8   RC: 1
Shock Gloves
   Pool: 3   Accuracy: 2   DV: 8S(e)   AP: -5   RC: 1
Unarmed Attack
   Pool: 3   Accuracy: 2   DV: 1S   AP: -   RC: 1

== Concept ==
Illusion-Assassin-Face
Title: Re: Inception-hack mage
Post by: Whiskeyjack on <03-19-16/1451:46>
Baseline issue: 4 stats at 1 = you either get your sheet torn up by the GM, or you die the first time you cast a spell in combat. You are not kitted out to do melee combat without immediately being killed, despite your investment in Blades.

Do you have the book yet?
Title: Re: Inception-hack mage
Post by: Reaver on <03-20-16/0716:36>
Well....

All I can add is:


you go the "Live fast, Die Young" part down pat with that build  8)
You have fallen into what I can the "Exceptional Magic" trap.  Which is that generally it is just not worth the investment to go after unless using SumTo10 or better character design. Your poor physical limit basically means you will hit and dodge, like never. With a Body of 1, you will NEVER resist damage. You can't use much armor to keep you safe, cause again weak physical limits.

While you have a huge magical potential, you have wasted it on what is essentially 3 spells. A slew of Debuffs. Mask, and Control Thoughts. NO direct combat spells, NO healing ability. Wasted potential.

No Conjuring Skill on a CHA based character. Nuff Said.


*****

I see Moar reading your future :P
Title: Re: Inception-hack mage
Post by: Whiskeyjack on <03-20-16/1209:40>
Defense isnt affected by Limit but aside from that I totally agree Reaver.
Title: Re: Inception-hack mage
Post by: Dinendae on <03-20-16/1730:57>
No matter what the archetype/role is for the character I create, my rule of thumb is to get BOD and WIL at least at three points each. Every odd number in one of those stats gives you more boxes for taking damage, and I find having them start at least at three gives you survivability in most cases.