Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Druid4Life on <11-19-11/0542:51>
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I have come up with a Norse Tradition Combat Mage, I have 6BP left to spend. I want to see what you the community think of this mage and what I can improve.
[spoiler=Combat Mage]
230 BP (Attributes)
25 BP (Dwarf: Thermographic Vision, +2 dice for Body Tests to resist Pathogens & Toxins)
20 BP (Pos Qualities)
96 BP (Active Skills)
27 BP (Spells)
10 BP (Spirits)
6 BP (Contacts)
13 BP (Gear: 63400/65000)
6 BP (Unused)
-35 BP (Neg Qualities)
B: 3 C: 4
A: 2 I: 3
R: 4 L: 2
S: 3 W: 6
Edge: 5
Magic: 5
Essence: 2.6
Initiative: 10 (12)
Initiative Passes: 1 (3)
Physical Damage Track: 11
Stun Damage Track: 10
Positive Qualities (20 BP): Magician 15BP, Mentor Spirit (Thor-Dragonslayer) 5BP
Negative Qualities (+35 BP): Addiction (Betel, Mild) +5BP, Incompetence (Banishing) +5BP, Poor Self Control: Combat Monster +10BP, Sensitive System +15BP
MENTOR SPIRIT (+2 Die for Combat Spells, +2 dice for tests with one social skill of choice (Negotiation), If a Dragonslayer magician breaks a promise, whether by choice or by accident, she takes –1 die to all actions until she fulfills the promise or otherwise atones for her error.
Active Skills 96
Spellcasting 6
Summoning 4
Counterspelling 4
Astral Combat 4
Assensing 1
Negotiation 1
Perception 1
Clubs (Staff +2) 1(3)
Pilot Ground Craft (Bike +2) 1(3)
Knowledge Skills (
Norse Magical Tradition
Combat: Guardian
Detection: Water
Health: Fire
Illusion: Air
Manipulation: Beast
Drain: Willpower + Charisma
Spirits 10
Norse Warrior Guardian Spirit 3 Services
Norse Valkryie Guardian Spirit 2 Services
Sabre Tooth Tiger Spirit 2 Services
Phoenix Spirit 2 Services
Eagle Spirit 1 Services
Spells (Max 12) 9 Spells
Combat: Stunball, Powerball, Flamethrower, Frost Bolt, Lightning Bolt
Health: Heal, Increase Reflexes
Manipulation: Critter Form (Eagle), Critter Form (Tiger)
Magical Gear (32,500)
Force 3 Sustaining Focus (30,000)
Force 5 Spirit Binding Materials (2,500)
Drugs (130)
Betel x130 (130)
Armor (12,550)
Form Fitting Full Body Armor (1600) (6/2, counts 3/1 for encumbrance)
* Insulation Rating 3 {3} (450)
* Chemical Protection Rating 3 {6} (750)
Steam Punk Line (7/7)
* Steampunk Vest (600) 2/2
* Steampunk Shirt (250) 1/1
* Steampunk Slacks (400) 1/1
* Steampunk Overcoat (1,000) 3/3
* Ruthenium Polymer Clothing (7,500)
Commlinks (800)
MetaLink with Vector Xim (300)
Runs in Public Mode broadcasting fake SIN, not used for shadowrunning
CMT Clip with Vector Xim (500)
Runs in Hidden Mode, used for shadowrunning persona and running gear.
Fake Documents (4,900)
Rating 4 Fake Sin (4000)
Rating 4 Fake License (Practice Magic) (300)
Rating 3 Fake License (Drivers) (300)
Rating 3 Fake License (Carry Foci) (300)
Gear (3,020)
Telescopic Staff (Str/2 + 2)P (100)
Earbuds rating 2 with skinlink (70)
* Audio Enhancement 3 (300)
* Spatial Recogniser (100)
Microsensor with Motion Sensor, skinlinked (100)
Contact Lenses Rating 2 with Skin Link (150)
* Flare Compensation (50)
* Vision Magnification (100)
Glasses Rating 3 with Skinlink (125)
* Vision Enhancement 3 (300)
* Ultrasound (1000)
* Image Link (25)
Rating 6 Medkit (600)
Lifestyle (4000)
Comforts: Low (2) {You have a complete bed, matching table and chairs, and a sofa}
Entertainment: Squatter (1) {Local dogfights, Ocasional Drinks at Local Bar}
Necessities: Low (2) {One Bedroom Appartment}
Neighbourhood: Low (2) {The Verge, Seattle}
Security: Low (2) {Maglock on Door}
Qualities: Easy-Going landlord (1)
Total: 2 months at 2000 per month.
Vehicles (5,500)
Yamaha Katana-11 (5,000)
* Metahuman Adjustment (Dwarf) (500)
Contacts 6BP
Edwina, Dwarf Landlord C1/L1
Mick, Human Fixer C2/L2[/spoiler]
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Softcap your drain stat.
Astral Combat is for silly. The way to win Astral Combat is by Stunbolting whoever is trying to sissy-slap you on the astral.
I would strongly recommend you talk to your GM about that Dragonslayer mentor spirit - ie, what happens if you say, accept a job, and it turns out to be not completable? Do you have to "promise" do to jobs, or can you just say something like "we'll do our best" or count it as a business transaction? That limitation can easily make Dragonslayer +1 combat, +1 negotiation, -1 everything else, depending on how the GM runs it. If you want a replacement, Sun is generally a better choice.
Never ever ever buy spirit services. They are comically overpriced. Buy Binding instead.
Your spell list has a bunch of redundancy.
1) You don't have stunbolt. You want stunbolt.
2) Lose two of the three single-target elemental damage spells. Those are for blowing up drones; the secondary effects are very niche.
3) You might want an AE elemental damage spell instead of powerball, but this isn't as clear-cut as the first two.
4) Why do you have two different Critter Form spells instead of Shapeshift? It's not worth the slight drain savings.
5) Heal and Detect Enemies are both useful combat-oriented spells if you want to replace some of the redundant ones, although I wouldn't say you need them.
You don't need to pay for metahuman customization on your gear bought at chargen.
Like all mages, you would benefit from freeing up the points for restricted gear and a force 4 power focus, because of how much cheaper it is at chargen then with karma and how much it adds to.
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I have come up with a Norse Tradition Combat Mage, I have 6BP left to spend. I want to see what you the community think of this mage and what I can improve.
230 BP (Attributes)
25 BP (Dwarf: Thermographic Vision, +2 dice for Body Tests to resist Pathogens & Toxins)
20 BP (Pos Qualities)
96 BP (Active Skills)
27 BP (Spells)
10 BP (Spirits)
6 BP (Contacts)
13 BP (Gear: 63400/65000)
6 BP (Unused)
1)
B: 3 C: 4 +1
A: 2-1 I: 3
R: 4 L: 2
S: 3 W: 6
2) Very little point in this if you have to pull out you only have
aprox 5 dice to hit thats gonna have a hard time hitting anyone
Telescopic Staff (Str/2 + 2)P (100)
3)you are running at an encumberance of 10 but you body is 3 meaning you have a -2 to all physical actions. Either increase the body or grab a sustaining foci for the armor spell
Form Fitting Full Body Armor (1600) (6/2, counts 3/1 for encumbrance)
* Insulation Rating 3 {3} (450)
* Chemical Protection Rating 3 {6} (750)
Steam Punk Line (7/7)
* Steampunk Vest (600) 2/2
* Steampunk Shirt (250) 1/1
* Steampunk Slacks (400) 1/1
* Steampunk Overcoat (1,000) 3/3
* Ruthenium Polymer Clothing (7,500)
4)Exchange the Critter form for shapeshift to free up a spell, which by the way you are taking a -2 cause the 1 sustaining foci will be used for health spells. If you are looking to sneak I like improved invisiblity much better. In addition it shows you have a magic on 5 that means a max of 10 spells. Remove power ball, and 2 elemental spells and add stunbolt or manabolt. Yes spellcaster's can do alot of damage, but ask youself what can I do that mundane characters cannot.
Combat: Stunball, stunbolt, Flamethrower,
Health: Heal, Increase Reflexes
Manipulation: Shapeshift
Illusion: improved invisiblity (for sneak)
etc: armor, levitate,mind probe, control thoughts,detect enemies (utlities spells add a few your choice)
5) Skills
Spellcasting 6 Specialize to combat spells if you wanna deal dmg the most
Summoning 4
Counterspelling 4
----Astral Combat 4 Just cast a spell at them
+++Assensing 1 Increase to 3
------Negotiation 1 You are not going to be negoiating, the face is
++++Perception 1 Always very imporatant
-------Clubs (Staff +2) 1(3) No point
Pilot Ground Craft (Bike +2) 1(3) Good fluff
+++Con 3 you have a high charisma if you change the mentor to con you might wiggle your way out of a tough situation
6) I don't know if your stuck on dwarf but an elf would save a few bp points, its all fluff at ths point