Kuriem
I suggest to get my alias right >:(
Revel in Murder is completely broken but that's probably the most powerful use I've seen with it. Good luck for your runners if you use that one against them.
Power Focus 6 must have sucked a lot of nuyen and Karma! Why not go for a Spellcasting Combat Focus 6 (or higher if you don't mind the addiction) instead to get that cheaper? It will only apply on Combat spells of course but I don't think it will be a problem. You could even drop Restricted Gear, get a Spellcasting Focus 4 and a Mentor Spirit that raise Combat Spells for the same dice pool and it free 5 karma for Positive Quality. Also it would reduce the crazy In Debt XV!
Not much to say about the character sheet, it looks nice. Maybe a bit too packed for my taste because I like to leave notes here and there. The only thing I could see added is a Total Armor but maybe there is one for character using more than just the basic Vest/Clothing.
I would say you aren't properly exploiting the cheese of Witness My Hate.
WMH gives you a +2DV per attack, and with direct damage, the resist pool is built off a single attribute. For most characters, having even five dice in the defense pool to resist direct damage is a big deal (obviously with Trolls & Orcs, you're going to want to go with mana spells instead of physical, and with deckers & mages you'll probably want to go the other way). So each extra attack gets them 2-5 dice vs. +2DV, which is a net win for the caster of something approaching +1DV per extra attack. So, your strategy should be splitting your attack into as many smaller attacks as you can get away with and still do damage on almost all of them.
The side benefit here is that more attacks with fewer dice means you can lower the force of the spell without restricting your upside, thereby reducing drain.
With 27 in the dice pool, for a typical character I'd try to split that into 5 attacks at Force 3. That's two drain per attack *without* a fetish. Particularly if you make yourself an elf instead of a human and go with a Black Magic tradition (seems to fit the character description, and sets you up as a sociopathic-type face for more colour), you could have thirteen soak dice... so you have over a 95% chance of getting two hits with your soak pool (and that's without doing burning crazy amounts of karma or dosing on Red Mescaline, Zen, Deepweed, or Hecate's Blessing). That means 80% of the time, you get off scot free without taking a single hit.
Your opponent on, the other hand, won't fare so well. They are likely rolling three defense dice, give or take, on every test against your pool of five or six. Odds are good you hit with at least four of the attacks, if not all five. If they actually have five in their dice pool, you're going to hit them for 7 DV, maybe only 6 DV (if you have a fetish or are willing to take some hits and bump it to Force 4, it's going to be 8 DV). If they have 4 dice pool, it's either 8 or 9 DV most of the time. The real fun is if they are weaker than that. At 3 dice pool, you're going to get between 10 and 11 DV, and if they can only muster 2 dice pool, we're looking at 13 DV! Even without burning any edge, you could take down an average opponent in one action phase!
The cool thing is that with multi-attack and LOS attacks, you have the option of spreading the attack across a couple of targets for more flexibility, though at some point you split yourself too thin and are better off with an AoE attack.
The only thing that I see being problem is that I'm pretty sure you need at least one net Success for a Direct Damaging spell to be successful. I don't see it anywhere in the rules where it says that, but that's how I personally would rule it as a GM.
average target is going to probably get 1 or 2 successes, so 3 to 4 damage per spell cast, but there is good chance at least one spell might fail
Attack Dice | Force | Defence Dice | Outcome distribution |
6 | 4 | 5 | 1.3%: 6, 6.2%: 5, 14.9%: 4, 23%: 3, 54.56%: miss |
6 | 3 | 5 | 4.2%: 5, 14.6%: 4, 25.2%: 3, 56%: miss |
5 | 4 | 5 | 0.6%: 6, 3.66%: 5, 11.3%: 4, 21.3%: 3, 63.1%: miss |
5 | 3 | 5 | 2.8%: 5, 11.1%: 4, 22%: 3, 64%: miss |
6 | 4 | 4 | 1.8%: 6, 8.3%: 5, 18.2%: 4, 25.3%: 3, 46.1%: miss |
6 | 3 | 4 | 6.4%: 5, 19.3%: 4, 27.6%: 3, 46%: miss |
5 | 4 | 4 | 0.9%: 6, 5%: 5, 14.4%: 4, 24.8%: 3, 54.9%: miss |
5 | 3 | 4 | 4%: 5, 14.7%: 4, 25.8%: 3, 55.4%: miss |
6 | 4 | 3 | 3%: 6, 11%: 5, 21.8%: 4, 27.4%: 3, 36.7%: miss |
6 | 3 | 3 | 9.5%: 5, 24%: 4, 29.5%: 3, 37%: miss |
5 | 4 | 3 | 1.3%: 6, 6.9%: 5, 17.8%: 4, 28.4%: 3, 45.6%: miss |
5 | 3 | 3 | 6.3%: 5, 19%: 4, 29%: 3, 45.7%: miss |
QuoteThe only thing that I see being problem is that I'm pretty sure you need at least one net Success for a Direct Damaging spell to be successful. I don't see it anywhere in the rules where it says that, but that's how I personally would rule it as a GM.
That's exactly as I understand it as well, so that is factored in to what I said.Quoteaverage target is going to probably get 1 or 2 successes, so 3 to 4 damage per spell cast, but there is good chance at least one spell might fail
The average target is going to be getting about 1 hit, particularly if you are being smart and using a physical direct damage spell on the mage/decker types, and going with a mana direct damage spell on the sammi types. Sure, if someone has 5 dice, they have a good shot at getting 2 hits, but your *average* opponent should really be working with 3 dice. That makes two hits highly unlikely. Less likely than you getting two hits with 5 or 6 dice. Either way, this is why you'd want to go at least Force 3 for your attacks, because that way you have a decent shot at getting three hits, which makes even two hits pointless.
The right way to think about this is that in exchange for an increased risk of missing, you get the damage equivalent of bonus 6 dice in your dice pool (+2DV from Witness My Hate) every time you split your attacks. So, if you split 5 ways, while your risk of missing is much higher, it is like having double your dice pool for damage purposes. That works out as a net win as long as you hit a decent amount of the time.
I ran a simulation breakdown:
Attack Dice Force Defence Dice Outcome distribution 6 4 5 1.3%: 6, 6.2%: 5, 14.9%: 4, 23%: 3, 54.56%: miss 6 3 5 4.2%: 5, 14.6%: 4, 25.2%: 3, 56%: miss 5 4 5 0.6%: 6, 3.66%: 5, 11.3%: 4, 21.3%: 3, 63.1%: miss 5 3 5 2.8%: 5, 11.1%: 4, 22%: 3, 64%: miss 6 4 4 1.8%: 6, 8.3%: 5, 18.2%: 4, 25.3%: 3, 46.1%: miss 6 3 4 6.4%: 5, 19.3%: 4, 27.6%: 3, 46%: miss 5 4 4 0.9%: 6, 5%: 5, 14.4%: 4, 24.8%: 3, 54.9%: miss 5 3 4 4%: 5, 14.7%: 4, 25.8%: 3, 55.4%: miss 6 4 3 3%: 6, 11%: 5, 21.8%: 4, 27.4%: 3, 36.7%: miss 6 3 3 9.5%: 5, 24%: 4, 29.5%: 3, 37%: miss 5 4 3 1.3%: 6, 6.9%: 5, 17.8%: 4, 28.4%: 3, 45.6%: miss 5 3 3 6.3%: 5, 19%: 4, 29%: 3, 45.7%: miss
So yeah, against a 5 defense pool target, I'd probably only split it into four attacks. That shouldn't be your normal scenario though (how many opponents will have 5+ body *and* 5+ willpower?).
As you can imagine, it just gets more overwhelming if their defense dice pool is lower than 3. WIth 27 dice split 5 ways, you'd have two shots with 6 dice, and three with 5 dice. That means, on average, you'll miss 51.3% of the time and do 8.92 DV against 4 defense pool. With a single attack, you will hit 99.8% of the time, and you could do more damage against them... if you cast a Force 10 spell: averaging 9.11 DV, and it would only do 12 physical 8.2% of the time. A Force 9 spell would do 8.69 DV on average, and only do 11 physical 11.12% of the time. That's a lot of drain (and physical drain at that).
At a 3 defense pool opponent, you're only going to miss 36.9% of the attacks with 6 dice pool and average 1.99DV, and 45.7% of the attacks and average 2.42DV with 5 dice pool. Going with that is going to do oodles more than even that Force 10 spell's average of 9.44 DV.
To get the 27 dice pool, character spends Edge and then if he incapacitates target, he gets spent Edge Point Back. (Revels in Murder Quality.) By spending Edge to cast spell, he only has to cast Spell at Force 1, so drain isn't an issue.
If the rules are not on your side the edge dice just get added to one of the spells you're casting. (And therefore only rule of six on on of the spells.
Could not find it in the rules, but if I was GM I would make a mage casting multiple spells sum up the drain and take it all at once. Otherwise there is no downside.
Revel in Murder is completely broken but that's probably the most powerful use I've seen with it. Good luck for your runners if you use that one against them.