Body | Agility | Reaction | Strength |
4 | 2 | 3 | 3 |
Charisma | Intuition | Logic | Willpower |
2 | 5 | 5( 8 ) | 6 |
Edge | Magic/Resonance | Essence | Initiative |
2 | 5(4) | 5.3 | 8 |
Security Tactics | 3 |
Magical Theory | 4 |
Security Companies | 3 |
Summoning | 2 |
Binding | 2 |
Counterspelling | 2 |
First Aid | 4 |
Perception | 1 |
Spellcasting | 6 |
English | N |
Turkey | 5 |
Latin | 4 |
Arabic | 4 |
Japanese | 2 |
Cyberware | Essence | Cost | Notes | |||||||||||
Cerebral Booster(Rating 3) | .6 | 30,000¥ | ||||||||||||
Enhanced Protein Exchange: Daredrenaline | .1 | 25,000¥ | Spells Acid Stream Stunball Stunbolt Shockwave Increase Reflexes Trid Phantasm Improved Invisibility Levitate Physical Barrier Ice Cloud(Limited) Clairvoyance Physical Mask Gear
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I appreciate the awesome of how many drain dice you will be rolling, but that has to be the shortest active skill list I have seen in a long time. And while you technically don't have to take any physical adept powers as a mystic adept many GMs are not happy when a player ditches them in the initial build.
I appreciate the awesome of how many drain dice you will be rolling, but that has to be the shortest active skill list I have seen in a long time. And while you technically don't have to take any physical adept powers as a mystic adept many GMs are not happy when a player ditches them in the initial build.My GM said he was cool with me picking up Mystic adept at chargen without any adept powers, as long as I do plan on picking up some at some point. Only ones I really want are Mind Over Matter(Logc->Agility) and then maybe Astral Perception.
Overall it's 16 ranks in skills which is on the low end. I do think the skills need to get reworked. I'll keep spellcasting 6. Most of the others need their values change. Typically at creation you want a skill at 0,1,4. There are exceptions if you really need to make a certain die pool size (buying hits downtime usually).I dropped pistols completely, dropped perception to 1, and picked up First Aid at 4. And is banishing worth it to pick up the conjuring skill group at 2, or should I just buy summoning and binding separately and put those extra 4 points elsewhere? I also dropped Focused Concentration to pick up restricted gear(Rating 2) and dropped the pain editor and grabbed a power focus 4, and increased Body up to 4. Should I raise it a bit more, or is that good?
I'll drop pistols since you shoot mind bullets and with an agility of 2, you aren't going to be too impressive shooting. Raising counterspelling to 4 is a good idea. I'll increase perception to 4 or drop it to 1 for breakpoint reasons. I'll remove dodge. You'll be blasting, not dodging. You really should increase your body to soak the damage that'll be coming your way. I would look into logic based skills since you're got a good logic. First Aid is really nice if you allow the max healed boxes is the higher of your first aid skill or medkit rating. Healing drain is quite nice.
You are paying a lot for a drain pool of 20. That's enough to soak almost 7 boxes of drain so unless you're casting high force fireballs or something, that's way more than you need. Later on, you'll get centering and then you'll have a great soak pool either way. I'll drop the non-health foci too. The grenade spells are meh and just suck the -2 sustaining penalty for manipulation. Then drop the pain editor or dareadrenline and get a force 4 power focus (with restricted gear). I'll also drop heighten concentration to save points as well. That'll give you a drain pool of 16-17 which is still quite amazing.
Looks a lot better to me. I don't think you have any major problems at this point so my further recommendations are smallish minmaxing tweaks or nitpicks, except for the armor.Already have Shockwave fetishedm actually, on my hardcopy sheet, just forgot to put it on here. Metal wall actually sounds like a good idea. And I have a question about the Sun's mentor spirits disadvantage. When you have a glitch, are you required to negate it? Or is it just if you want too, you have to spend 2 points of edge instead of 1?
Your armor is a bit off. You probably want to wear a combination of FFBA, PPP, and one other thing that gets you up to 8/8 for encumbrance purposes. A simple way to do this is FFBA (3/1 for encumbrance), PPP shin guards, PPP forearm guards, Vashon Island Steampunk Line overcoat and vest. There's various other ways depending on your personal style preferences.
I don't think Ice Cloud is all that great - if you can suppressive fire them, you should most often just kill them. It's not useless, but I would much, much rather have Heal.
Water is, IMO, not a particularly good spirit type. Man is probably the best all-around spirit type to focus on. I would consider going with Dark Goddess, dropping your summoning and binding to 1, raising your counterspelling to 4, and specializing your summoning and binding in Man. If you don't like Dark Goddess because you didn't pick up heal and thus don't have much Health magic worth raising, Sun (for either Fire or, if you change traditions to something with it, Guardian) is another respectable choice - guardian spirits are awesome if you take the time to pick up a Guardian Spirit Care Package of weapons and armor for it to wear but are shaky otherwise, Fire is good at burninating people but lacking in utility.
I would put Fetish on your shockwave, that has crazy high drain.
I would replace Physical Barrier with Metal Wall (fetished); the Metal Wall damages people who hit it (albeit not for that much damage) but more importantly is Opaque and thus blocks a whole lot of stuff.
I read that "must" to mean "it costs you 2 instead of 1," and I think the majority of GMs will agree with me. You can always ask your GM if you're concerned about it.Normally I'd be on that side, but the thing that has me on the other side is the Sun mentor spirits demand of perfection.