Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Rhal on <05-21-11/2116:11>

Title: Shaman Help
Post by: Rhal on <05-21-11/2116:11>
I am in the process of creating my first spellcaster. I am planning on him being a shaman with the wolf mentor spirit. Wanting him to be an Ork, from the NAN (specifically from the Cascade Ork tribe). He is to be a combat shaman from the NAN. No longer part of the military for killing his commanding officer while defending some Anglos. Below is what I have so far. I would appreciate any recommendations on and facet of the character. Only book I am allowed is the Shadowrun 4th Edition - Anniversary Edition. 400 BP.


Name:
Handle:
Race(20 points): Ork

Attributes (170 points)
Body: 5
Agility: 4
Reaction: 2
Strength: 3
Charisma: 4
Intuition: 3
Logic: 4
Willpower: 5

Special Attributes (60 points)
Edge: 3
Magic: 5

Positive Qualities (30 points)
Mentor Spirit (Wolf) (5 points)
Magician (15 points)
Focused Concentration 1 (10 points)

Negative Qualities (30 points)
Addiction (Mild – Alcohol) (5 points)
Addiction (Mild – Stims) (5 points)
Sinner (Criminal) (10 points)
Gremlins 1 (5 points)
Allergy (Silver) (5 points)

Active Skills (118 points)
Spellcasting(Combat) 5
Ritual Spellcasting 3
Counterspelling(Combat Spells) 4
Assensing 3
Astral Combat 3
Summoning 3
Automatics(Submachine guns) 3
Blades 1
Binding 2
Gymnastics 1

Knowledge Skills
Or’zet N
Salish 4
English 4
Sperethiel 1
Military 3
Hong Kong Triads 2
Seattle Street Gangs 2
Security Companies 2
Security Procedures 2


Contacts (15  points)
NAN Soldier L2/C2
Talismonger L3/C3
Bear Doctor L3/C2


Spells (30 points)
Heal
Detox
Stabilize
Manabolt
Manaball
Lightning Bolt
Lightning Ball
Armor
Critter Form (Wolf)
Improved Invisibility


Gear (Resources 30 points):
Survival Knife
HK-227X
Ruger Super warhawk
Spare Clip x1
Speed Loader x2
Regular Ammo x70
Regular Clothes
Lined Coat
Sony Emperor Commlink (Response 1, Signal 2, Firewall 1, System 1)
Counterspelling Focus Rating 3
Sustaining Focus Rating 3
Power Focus Rating 2
Magical Lodge Materials Rating 6
Combat Fetishes x4
Detection Fetishes x6
Healing Fetishes x3
Illusion Fetishes x2
Manipulation Fethishes x4
Fake Sin Rating 3
Stimulant Patch rating 1
Harley Scorpion
Low Lifestyle 4 months
Title: Re: Shaman Help
Post by: Firewind127 on <05-22-11/0257:32>
While I'm still a novice at Shadowrun and can't give any advice on building, I'm having a little trouble following your points on these two sections
Attributes (160 points)
Body: 5
Agility: 4
Reaction: 2
Strength: 3
Charisma: 4
Intuition: 3
Logic: 4
Willpower: 5

Special Attributes (80 points)
Edge: 3
Magic: 5
Checking the book to back myself up(I'm using a pdf of the book a friend linked me, it's not "Anniversary Edition" though), every character starts with 1 edge (no BP needed to get that first point), and anyone with adept, mystic adept, or magician automatically gets their first point in magic for getting the quality, no BP on the magic attribute there either.  Given this, you've only used 60 BP on your special attributes so far.  Also, I keep trying to add up your main attributes and keep coming up with 170 BP (I'm counting the starting 4 body and 3 strength in).

Just a little checking in the math department.  Again, I'm a novice and can't help with the build. :(
Title: Re: Shaman Help
Post by: Rhal on <05-23-11/0537:16>
Thanks for double checking my math. Always appreciated.
Title: Re: Shaman Help
Post by: Rhal on <05-23-11/0647:30>
I have editied the original post with my finished character, except for name and handle. Could use a look through and some suggestions.
Title: Re: Shaman Help
Post by: Charybdis on <05-23-11/2005:03>
Overall, a solid concept. Very good :)

However I think you're stretching a bit thin with the beginning character, and need to specialise a bit more.

Skills:
A) Instead of getting the three sorcery skills seperately (Spellcasting, Ritual Casting and Counterspelling), bundle them up to get the whole skill group at 4 (40 points) and get the increased Spellcasting and Specialisations later (2 Karma in game, 2BP at creation... you'll save a Bundle of BP if you can wait until the next run or so to raise the specialisations)
B) Skills at 1 from CharGen are better spent elsewhere. I'd drop Gymnastics and Blades to just get some Dodge skill, or Raise Blades to 2.
C) Same for Binding @2. I'd recommend either dropping the skill completely (and raising Summoning to 4) or instead getting the whole Conjuring skill group at 2-3 (20-30 points)... Banishing is a very useful skill to have....
D) I really like your Knowledge skills (Curious as to how an Ork mage is learning Sperethiel, but I'm sure there's an interesting story there! :) )

Attributes:
A) Find a way to get Charisma to 5. These are your key drain attributes, and I cannot recommend enough pushing them as high as you can at CharGen. They will form the core attributes of your PC and will be used for every spell you ever cast.... attributes that get used the most should be the highest....

Other:
Too many spells.
A) A beginning mage is never going to be able to cast a damaging Lightning Ball without killing themselves, or at least knocking yourself out (and PC's have difficulty dragging and Ork Magician out of a firefight...Orks are heavy!)
B) Slightly similar issue for the Armour spell. Not really worth the sustaining penalty, unless you're only using it on an ally (and avoiding combat yourself).
C) If you want to stun people (like Lightning bolt) I think Stun Bolt will suit your PC better. It's effective, and you won't give yourself massive drain damage casting it
D) Manaball is a deadly spell. Period. If the PC is outright set on killing everybody in an area, fair enough. But it's pretty harsh... Again, I'd recommend the Stun option (Stunball). Less drain, and more flexibility for putting a corp squad to sleep without being hunted afterwards for mass-murder... if you really want to kill them... Put them to sleep and then either Stun them again (into physical overflow), or slit their throats...


Again, this is a great build, and will be fun to play regardless. The above is just a list of learnings from playing mages a lot :)
I like magic...
Title: Re: Shaman Help
Post by: Rhal on <05-23-11/2129:49>
Overall, a solid concept. Very good :)

However I think you're stretching a bit thin with the beginning character, and need to specialise a bit more.

Skills:
A) Instead of getting the three sorcery skills seperately (Spellcasting, Ritual Casting and Counterspelling), bundle them up to get the whole skill group at 4 (40 points) and get the increased Spellcasting and Specialisations later (2 Karma in game, 2BP at creation... you'll save a Bundle of BP if you can wait until the next run or so to raise the specialisations)
B) Skills at 1 from CharGen are better spent elsewhere. I'd drop Gymnastics and Blades to just get some Dodge skill, or Raise Blades to 2.
C) Same for Binding @2. I'd recommend either dropping the skill completely (and raising Summoning to 4) or instead getting the whole Conjuring skill group at 2-3 (20-30 points)... Banishing is a very useful skill to have....
D) I really like your Knowledge skills (Curious as to how an Ork mage is learning Sperethiel, but I'm sure there's an interesting story there! :) )

Attributes:
A) Find a way to get Charisma to 5. These are your key drain attributes, and I cannot recommend enough pushing them as high as you can at CharGen. They will form the core attributes of your PC and will be used for every spell you ever cast.... attributes that get used the most should be the highest....

Other:
Too many spells.
A) A beginning mage is never going to be able to cast a damaging Lightning Ball without killing themselves, or at least knocking yourself out (and PC's have difficulty dragging and Ork Magician out of a firefight...Orks are heavy!)
B) Slightly similar issue for the Armour spell. Not really worth the sustaining penalty, unless you're only using it on an ally (and avoiding combat yourself).
C) If you want to stun people (like Lightning bolt) I think Stun Bolt will suit your PC better. It's effective, and you won't give yourself massive drain damage casting it
D) Manaball is a deadly spell. Period. If the PC is outright set on killing everybody in an area, fair enough. But it's pretty harsh... Again, I'd recommend the Stun option (Stunball). Less drain, and more flexibility for putting a corp squad to sleep without being hunted afterwards for mass-murder... if you really want to kill them... Put them to sleep and then either Stun them again (into physical overflow), or slit their throats...


Again, this is a great build, and will be fun to play regardless. The above is just a list of learnings from playing mages a lot :)
I like magic...

I very much appreciate the feedback. Still learning as I am doing this, and can use all the advice I can get.
Title: Re: Shaman Help
Post by: baronspam on <05-24-11/0945:57>
Some thoughts on stats-  You have a logic of 4, and you don't do much with it.  I would drop it some and use the points elsewhere.

I agree that get your Chr to 5.  Its all about drain for casters.

You have a 4 agi and a reaction of 2. Agility is more of a attack stat for physical combat, while reaction is more of a defensive stat.  I would trade out one of your attack spells for stunbolt, as it has a very low drain that you will resist most of the time if you are rolling 9-10 dice on your drain test.  Make that your go to attack.  It deceases youre need to have guns for a basic attack. Lower your agility and raise your reaction.  It gets  you a little more iniative roll and a slightly better chance to dodge.