Body | Agility | Reaction | Strength |
3 | 3 | 5 | 2 |
Charisma | Intuition | Logic | Willpower |
7 | 3 | 2 | 5 |
Edge | Magic | Essence | Initiative |
1 | 5 | 6 | 8 |
Influence Skill Group | 1 - 8 Pool |
Assensing | 3 - 6 Pool |
Automatics | 3 - 6 Pool |
Binding | 4 - 9 Pool |
Counterspelling | 4 - 9 Pool |
Dodge | 4 - 9 Pool |
Perception | 4 - 7 Pool |
Spellcasting | 4 - 9 Pool |
Summoning | 6 - 11 Pool |
English | N |
Sperethiel | 4 - 7 Pool |
Magical Theory | 6 - 8 Pool |
News | 3 - 6 Pool |
Bars and Clubs | 2 - 5 Pool |
Stunbolt |
Heal |
? |
FFFBA (Non-conductivity6, Chem Prot3, FR3) | 3,850¥ |
Victory Camo Vest | 400¥ |
PPP Shin and Forearm Guard | 350¥ |
HK MP-7 (tricked out to 6 RC w/ smartgun) | 5,350¥ |
Contact Lenses (smartlink, flare comp, image link) | 725¥ |
Glasses (thermo, vis enh, vis mag) | 600¥ |
Earbuds (audio enh, spatial rec) | 420¥ |
Sony Emperor Commlink (Megadyne Deva OS, Hardening, subvocal mic) | 1,575¥ |
Backpack (GPS, Sleeping Bag, Survival Kit, Tent, 6 Rations) | 730¥ |
50 rds. EX-Ex Sub Machinegun | 500¥ |
Contact | C/L | |
XXXXX | XXXXX |
Don't sweat the AP much. You're either firing Stick-n-Shock or Ex-Ex, and it's better (and easier) to deal more damage to overcome armour than to reduce it by 1 or 2 points. If that fails, Stunbolt. Besides, that's a lotta money for a gun for someone that was just dumped somewhere.Yeah, but since every other SMG is the same damage, that AP gives it a (albeit small) leg up... I know I could get an assault rifle for less cred that would have the AP and higher base Dam but he's not very strong, the SMG might be able to be concealed, and I dunno... I guess I didn't have too much else to do with the cred anyway :P But of course it is a lot for an old gun, probably won't end up with it. More worried about the rest though.
If he's a Magical Researcher, perhaps "Analyze Magic" would be a good spell. For flavour reasons... Sterilize (to clean up spaces), some of the Health spells to increase Willpower on a target while you're testing, perhaps even some Mind Manipulation stuff. It depends on what kind of research.Good suggestions, good flavor and function, I was looking at mind manipulation spells, but didn't know which were the more functional ones (Influence, Control Actions, Mob Control or even Confusion?).
Would you be amenable to perhaps a 5/5 split with Spellcasting and Summoning? You won't be Summoning constantly, see. One Force 5 Spirit is going to tear most opposition apart. You'll be casting spells more often though, so there's that.I am, I guess it's just reflex to go 6/4, and it makes sense that the 5 in spellcasting would go further than the 6 in summoning. Maybe even go 6 in Spellcasting to start and 4 in summoning?
What's his Magical Tradition? Is that something he'll discover on his own later on? Also, if he's somewhat Shamanic, a Mentor Spirit would be great.I'm working on it, doing a custom tradition - it is Shamanistic (CHA based) and admittedly I haven't looked into Mentor Spirits much, just because I've needed every single BP it seems for all the skills and spells.
Everything the guy above said/ Wow I like Cap karzak Gonna check out his other posts. :P A decent spell selection and Improved reflexes 3 is god Imo, You'll probs go second then you get loads of turns to use your mojo, Materialise your spirit thats tends to distract people from shooting you. Then start the mind fuckery or stunballs, whatever works for you. Mind fuckery might be cool given your back story.