Body | Agility | Reaction | Strength |
4 | 4 | 3 | 2 |
Charisma | Intuition | Logic | Willpower |
1 | 4 | 3 | 4 |
Edge | Magic/Resonance | Essence | Initiative |
2 | 5 | 6 | 7 |
Close Combat Skill Group | 4 |
Sorcery Skill Group | 4 |
Assensing | 1 |
Corporate Security | 5 |
Italian Mob Operations | 5 |
Information Hotspots | 4 |
English | N |
Italian | 6 |
Power | Cost | Level |
Astral Perception | 1 | 1 |
Combat Sense | 0.5/ level | 1 |
Mystic Armor | 0.25/ level | 4 |
Improved Reflexes | Variable | 1 |
Spell |
Death Touch |
Manabolt |
Powerbolt |
Lightning Bolt |
Telescopic Staff | 500¥ |
Cheap Armor Vest | 300¥ |
Cheap Comlink | Stolen |
Contact | L/C | Notes |
Sensei | 6/4 | Dragonsalyer Adept (Initiation/ Close Combat) |
So im fairly new to shadowrun, so there wont be any useful tips on the build; However regarding asthetics(sp?) portion I would switch retractable claws for just claws since canine claws usually don't retract. That will give you 5bp extra for the surge, I would personaly use keen-eared or fangs as they make more of a wolf like charactor. Or even elongated arms for the extra reach with your claws or staff.
What I didn't see a mention of is the BP total you are working with. Your totals are looking so weak, I doubt it can possibly be 400 BP. Let's see....220 in attributes. 84 in skills, broke even on qualities, 10 in contacts, 1 in gear, and 12 in spells....327 BP? did you post the whole character sheet?
Well, some things to add:
-Perception skill so you can't be surprised so easily
-1 point in each social skill - you defend socially with the same skill they used
-Dodge or gymnastics to move out of the WAY in melee
-The whole athletics skill group, for that matter, so you can move around the world, at least a 1
-The Stealth skill group so you can get the jump on your foes - surprise is crucial for melee characters, and mages who don't have invisibility need it too
-Some better Armor! You don;t want the GM to kill you!
-A commlink! It is also your cell phone!
-In Initiative Pass or two, unless your GM doesn't want them! Your IPs are the number of turns you take within each 3 seconds of fighting time, so building a fighting character without them will get you killed!
Some things to nix:
-Attribute Boost isn't a very good ability. You have to turn it on to get any effect, doing so causes Drain, and its effects are temporary. That 1 PP might do better elsewhere
-Rapid Healing won't be necessary unless you get shot up a lot, and then have to heal naturally. You can probably drop that power.
-You probably don't need Death touch and Manabolt and Powerbolt. Having a whole bunch of Direct Combat spells is a bad idea with a magic dice pool of 5, since your foes get Willpowr Plus Counterspelling. If their roll is better than yours, you suffer Drain but they are totally unhurt.