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Combat Mage in-game play advice?

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LazyNinja

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« on: <02-15-12/1212:55> »
Hi all,

I'm playing a one-shot tonight, but I've never played Shadowrun before. The GM built me a combat mage, but it's a bit like reading braille with no hands. Just wondering if I could get some general pointers on the flow of play with this character (as opposed to the dice mechanics, which will be explained to me as we play). From my limited knowledge, I think I cast Improved Reflexes right off the bat, but does that happen at the "beginning of the day" or the first IP of combat? Combat seems to be mostly blast away, then heal afterward. I'm very familiar with all forms of D&D, M&M and SAGA, if that helps.

GMs comments follow, then the build. Any help is appreciated!

"16 dice to resist drain from combat/health spells and 12 from all others. You throw 19 combat/17health spell dice and 15 for others. I got you the summoning skill along with a specialty in spirits of men because SoM can use one spell from their summoner. When you don't want to risk high drain spells, give it to your spirit and order it to fire at will. You are not a glass cannon however. With Body 5 you have 12 armor which adds up to 17 dice to roll to resist damage. Besides being the group's cannon you are also a decent summoner. Take advantage of this and learn the powers of your spirits."

== Info ==
Street Name:
Name: Unnamed Character
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 6
Judge Intentions: 4
Lift/Carry: 8 (45 kg/30 kg)
Memory: 12
Nuyen: 0

== Attributes ==
BOD: 5
AGI: 1
REA: 4
STR: 3
CHA: 1
INT: 3
LOG: 5 (7)
WIL: 5
EDG: 4
MAG: 5

== Derived Attributes ==
Essence:                   5.1
Initiative:                7
IP:                        1
Astral Initiative:         6
Astral IP:                 3
Matrix Initiative:         3
Matrix IP:                 1
Physical Damage Track:     11
Stun Damage Track:         11

== Active Skills ==
Arcana : 3   Pool:10

Binding                    : 3[Spirits of Man]                      Pool: 13(15)
Counterspelling            : 4 [Combat Spells]      Pool: 9 (11)
Dodge                      : 4                      Pool: 8
First Aid                  : 1                      Pool: 8
Infiltration               : 4                      Pool: 5
Perception                 : 4                      Pool: 10
Spellcasting               : 6 [Combat]             Pool: 15 (19)
Summoning                  : 4 [Spirits of Man]     Pool: 13 (15)
== Contacts ==
(C4,L3)

== Qualities ==
Allergy (Uncommon, Moderate)
Focus Addiction (Moderate)
Magician
Mentor Spirit (Dark Goddess)
Restricted Gear (Rating 2)
SINner (Standard)
Spirit Bane (Shadow Spirits)

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + LOG (12))
Heal (Health)              DV: (Damage Value)-2
Increase Reflexes (Health) DV: (F÷2)+2
Lightning Bolt (Combat)    DV: (F÷2)+3
Shockwave (Combat)         DV: (F÷2)+5
Stunball (Combat)          DV: (F÷2)+1
Stunbolt (Combat)          DV: (F÷2)-1
Combat Sense (Detection) DV: (F÷2)+2
== Cyberware/Bioware ==
Cerebral Booster Rating 2
Platelet Factories
Pain Editor
== Weapons ==
Unarmed Attack
   DV: 2S   AP: -   RC: 0

== Gear ==
Combat Fetish
Healing Fetish

Detection Fetish
Power Focus (bonded) Rating 4
Sustaining Focus (Health) (bonded) Rating 3

UmaroVI

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« Reply #1 on: <02-15-12/1240:02> »
This character is fairly similar to the Magical Rocker archetype (see my sig) in enough ways that you can probably benefit from the advice there. The main changes:

Replace "Boom" with "Lightning Bolt" in the advice, and ignore the advice about when to cast Nova.

Don't use Combat Sense, with the sole exception of sustaining it on another PC when you yourself are staying behind and out of combat for some reason.

Rather than a Fire Spirit, your go-to spirit should be a Spirit of Man with Innate Spell (Stunbolt). Spirits of man are very good - you rarely want a different type. Remember to have it sustain Concealment on your group if you are doing sneaky type things.

The reasons to summon a different spirit type are:

If you need to go somewhere fast/flee fast, get a Man spirit with Movement instead of Innate Spell (Stunbolt).
If you are sure you are about to find a big dangerous fight get a higher-force Man spirit and give it a second innate spell.
In very rare circumstances, Psychokinesis might be a way to solve specific problems.

Fire, Air, and Earth spirits are not generally useful to you and I don't recommend bothering with them. Man is nearly always better.

Water spirits have the Weather Control power. Summon one if you need Weather Control.

UmaroVI

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« Reply #2 on: <02-15-12/1241:23> »
Another useful trick with Man spirits is sustaining. If you need a spell sustained on a bunch of dudes, give it to a Man spirit and have it Sustain for you. Note that this is not generally a hot plan, usually having the man spirit participate in a fight itself is better, but sometimes it is neat.

Tsuzua

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« Reply #3 on: <02-15-12/1255:03> »
The force 3 sustaining focus allows you keep Increase Reflexes up 24/7 at force 3 with no penalty.  However, it is fairly easy for astral characters to notice that you have a spell cast on you. The focus will turn off if you pass though a ward and that requires you to recast the spell.  For the most part, you should be fine with it up all the time. 

As for casting, I think your GM has your drain incorrect.  Mentor bonuses don't help with drain.  It looks like you have a fetish for your combat and healing spells.  That means you roll 14 dice on drain tests for combat and healing spells, but if you don't have the fetish, you can't cast the spell.

You should likely keep a force 6 spirit of man around.  On average, you'll take no drain summoning it.  The powers it should have are Innate Spell (Stunbolt) and one other of your choice.  A good order is to protect you or use its powers on people.  It takes a simple action to command it.  It can't go too far from you (I think 500 or so meters) without going on remote service (basically fire and forget ordering). 

As for spells, your go-to spell is Stunbolt.  You should cast it at force 7 or 9 depending on how lucky you feel.  If there's a lot of dudes together, cast stunball.  I would cast it at the same force and accept taking drain.  Unfortunately, lightning bolt is kindof meh compared to stunbolt, but you can likely cause electronic devices to reboot.  Combat Sense isn't that great for this character, but can be handy if you want to buff someone else (like if you're staying behind in the car while someone else goes into a potential ambush). 

You'll be overcasting a lot so the damage will be physical.  If you're unlucky with the drain roll, the platelet factories will remove a box of drain.  They only kick in when you take 2 or more physical damage in a hit.

If you're feeling cocky or need to stay up, use your pain editor.  It'll give you +1 Willpower and the ability to ignore stun.  However, you may not know how injured you are and your Intuition drops by 1 (lowering your initiative).  It may take a free action to turn on (just like cyberware) or some other action.  Most attacks against you will do stun damage due to your high armor.  Therefore, turn on the pain editor when you want help with drain or you think you'll be shot a lot.  Since everyone knows to geek the mage, you'll be a high priority target.

Always first aid and then cast heal.  You can't first aid wounds that have been healed.  You can first aid drain, but if you do it on yourself you'll suffer a -4 penalty (-2 self -2 for being awakened).

Dark Goddess means that you'll have make a Willpower+Charisma roll (6 dice) and get three hits or escalate a situation.  You'll usually fail this roll so be prepared to up the ante a lot

Lethe

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« Reply #4 on: <02-15-12/1441:31> »
Generous GM, creating you a 500BP, hyper-specialized combat mage. But probably right for a one-shot. Expect it to be bloody, no harm in being a little paranoid. Those two already gave great suggestions about how to play it.

But infiltration 4 with agility 1 seems like a waste. I would drop infiltration and take those points to get 5 extra spells, two of them could be invisibility and stealth to make up for it.

Orvich

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« Reply #5 on: <02-15-12/1502:00> »
But infiltration 4 with agility 1 seems like a waste. I would drop infiltration and take those points to get 5 extra spells, two of them could be invisibility and stealth to make up for it.

Presumably part of 'The GM built me this character' and 'one-shot' means he doesn't get to edit the character. That's how I'd run it, at least: "This is who you are. Figure out how to play to its strengths, figure out what are pitfalls you should avoid."