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First time back in a long time here's a Burnout Spell Slinger I'm working on

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SeriousOne338

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« on: <02-29-12/1346:18> »
First time back in a long time here's a Burnout Spell Slinger I'm working on, the background is what I'm still working on. The idea is he's ex-Lone Star cop on the run after a botched assignment, where he lost a lot of his power from some backlash. Down on his luck, and hurting from the lack of magical power he went under the blade and got him some cyberware upgrades and now has a small addiction thinking of what he wants to add to himself next. I'm building him in hopes of playing Chicago Depths, if a spot opens the restrictions are 350bp and low level gear.

So here he is:
Alias: Christmas

Name: Mike Thompson

Physical Description:
5’7” perhaps 5’8” black hair, and blue eyes, and trying to keep a low profile.

On the Street: He wears what everyone else does usually a Wage Slave jumpsuit trying to blend into the background. A ball cap on his head seems to track to obvious cameras to cover his face from them. It’s been two years on the run but he’s still wanted somewhere and someone is out to get him.

On the run: He’s changed Urban explorer Armor, his face hidden below Chem Mask. A kit bag slung over his shoulders, gunslingers belt with his tactical side arm ready top go.

Attributes:
B:3   A:4   R:3(4)   S:2(3)   C:2   I:4   L:4   W:3

Edge: 3
Magic: 5(3)
Essence: 4.06

Initiative: 7 ( 8 )
Initiative Passes: 1

Active Skills:
Athletics Group: 3
    Climbing, Gymnastics, Running, Swimming
Spell Casting (combat): 3/4
Counter Casting: 3
Blades (cyberimplant): 2/3
Unarmed Combat (Aikido):2/4
Pistols: 3
Automatics SMG: 2/4
First Aid: 2
Infiltration Urban: 3/4
Etiquette Street: 2/3

Knowledge Skills:
Corprate Security Tactics: 4
Lone Star Procedures: 4
Magical Background: 4
Smuggler Routes: 3
Zen Meditiation: 3

Languages:
American: Natural
(yeah you heard me right I speak English but like an American, crappy)
Tlingt: 3
Japanese: 3

Positive Qualities: (10 bp)
College Education (5)
Restricted Gear (5)
   -Urban Kshatriya (Alpha Ware)

Negative Qualities: (-35 bp)
Addiction – Mild (5)
   -Cyberware/body modification-
Allergy – Uncommon/Moderate (10)
   -Silver-
Prejudice – specific/biased (5)
   -Magic Caster, due to his being an almost burnt out mage-
Hung out to Dry (10)
Enemy - 1 (5)

Spells
Levitate
Flamethrower
Heal


Contacts:
Lone Star Beat Cop (C:1 / L:2)
Vincent Jones, and old acquaintance of Mike from his time on the force. After the accident it’s not know but Vince dropped a note in mikes box warning him that Management was looking into using him as the political scapegoat. The note also said don’t call me, I’ll call you but get the hell out of town.

Lone Star Detective (C:1 /L:1)
Colin Walsh, new guy to the force a man who owes Mike his job. But not all friends are still friends, Colin believes that Mike is responsible for his SWAT team getting killed in a shoot out. He’s on the hunt for Mike following where he’s seen.


Gear:
Cyberware:
  Urban Kshatriya (Alpha Ware):
      -Sony Cybersystems TL317a Cybereyes (rating 3)
              -Eye recording Unit
              -Flare Compensation
              -Image Link
              -Low-Light Vision
              -Smartlink
              -Thermographic Vision
              -Vision enchancement (rating 2)
              -Vision magnification
      - SpinX Fastball Pro Reaction Enhancer (Rating 1)
      -Evo Mantara Muscale replacement (rating 1)
      -Ares Biomedical Biomonitor W/ adjusted and automatically-triggered auto injector
      -2 Siegel K3 retractable Cyber Spurs (one for each arm) – Etched with Mystic Symbols (foci rating 2)

Weapons:
Custom Colt Government 2066 w/Smartgun System, Gecko Grip, Extended Clip
-Concealable Holster
-500 standard rounds
-250 Subsonic rounds
-10 spare clips

Custom Ingram Smartgun X w/Forearm Grip, Gecko Grip, Extended Clip
-Sling
-1000 Standard rounds
-250 Subsonic rounds
-10 spare clips

Armor:
Urban Explorer Jumpsuit (6/6)
   w/ Chemical Protection 2
Urban Explorer Helmet (0/2)
   w/ Chemical Protection 2

Misc Gear:
Fake Sin Rating 4
3 Fake weapon/Cyberware Licenses
2 Weeks Low life style
Climbing Kit
-500m of rope
Grapple Gun
Survival Kit
Flashlight
10x Plastic Zip-tie Restraints
Small Cable Cutters
MedKit Rating 4

GAZ P-179 (ar)
   -Pickup Truck with Canopy

Emergency Go-Bag
Ares Predator IV
4 Clips
100 Standard Rounds
Silencer
Fake Sin Rating 3
2 Fake Weapon/Cyberware Licenses
Burner Comlink
Survival Kit



Any help  you people can offer I'm all ears.
« Last Edit: <02-29-12/1404:47> by SeriousOne338 »
Colors: Speech, Thought, Matrix
Character:
Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

Dracain

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« Reply #1 on: <02-29-12/1750:13> »
You should probably get the magician quality first.  After you do that, may I suggest stunbolt?  As an ex-cop mage he would probably have that wonderful low drain, non-lethal spell.  You will certainly find stunbolt a lot more useful than flamethrower, so if you don't want to get more spells, I suggest switching those two.  Also, how is Colin Walsh a contact?  According to the bio he has it out for Mike, and isn't gonna help him, he makes sense as an enemy, but not as a contact.  That is unless he is telling Mike he is helping him while actually trying to catch him. 

P.S.  I am an American and I speak English rather well, thank you very much. 
« Last Edit: <02-29-12/1754:28> by Dracain »

Mercer

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« Reply #2 on: <02-29-12/1759:33> »
Actually, I believe the language is 'Merican.  (Cue guitar solo.) 

Dracain

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« Reply #3 on: <02-29-12/1813:49> »
Actually, I believe the language is 'Merican.  (Cue guitar solo.)
I believe this http://www.youtube.com/watch?v=i68cEsALWt0 fits what you said there real nice. 

UmaroVI

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« Reply #4 on: <02-29-12/2010:57> »
I'd suggest taking a look at my sig and the somewhat-similar Burnout Combat Mage. In particular, the 'ware you have synergizes poorly to not-at-all with your spells, and you have a bad case of average-stats-and-skills-itis.

SeriousOne338

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« Reply #5 on: <03-01-12/1118:06> »
Not sure if I want to make the super power synergy character. But this is also proof I shouldn't do mages. Well back to the drawling board.
Colors: Speech, Thought, Matrix
Character:
Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

Tsuzua

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« Reply #6 on: <03-01-12/1252:58> »
Not sure if I want to make the super power synergy character. But this is also proof I shouldn't do mages. Well back to the drawling board.
You shouldn't be too hard on yourself.  Burnout mages are fun and I enjoy playing them.  You do want to make sure you're getting your money's worth out of the lost magic. 

Really there's two pieces of ware you should consider and almost certainly use a burnout mage.  The first is cyberlimbs, full ones especially.  Cyberlimbs do 2 important things.  The first is make you tougher.  Cyberlimb armor helps a lot when people want to geek the mage.  If you can get your average body improved, then you might be able to wear more armor and that's even better. The second is that it's pretty easy to make a guy who's okay at gun with a cyberlimb.  That's extremely handy in background count which are extra effective against you since you're a burnout mage.  It also fits the whole "I was in a terrible accident/gunfight/bear attack and they had to replace my arm with a metal arm" trope.

After armor and attribute enhancements, you can fill out the rest of the limb with cool stuff like spurs, biomonitors, datajacks, gyromounts, or whatever.  Cyberlegs can store more stuff; cyberarms are easier to their attributes for stuff like attacking. 

The second is Cerebral Boosters.  Burned out mages can just go to the store by buy +3 logic.  That's really cool for logic traditions.  You may or may not want to start with cerebral boosters due to the restricted gear tax, but they should be part of your ware setup eventually. 

After that, you can fill up in ware that's either handy like attention co-processors or nifty like sleep regulators.  Now you'll have to decide how much you'll likely to lose.  In this character's case, you're cool with losing 2 points of magic.  I'll get a full customized cyberarm.  How great this arm is will depend on how high your avail cap is.  Ideally you'll want the arm to hit that cap and get enhancements after that.  I would aim for Body 8 and the highest agility you can get after that.  The Body will make you tough and the agility is for stabbing/shooting.

Then you can put in a weapon focus spur.  That's not my cup of tea, but it seems like yours.  After that, you can add whatever you have left.  Be sure to leave room for higher rating enhancements!  They're pretty cheap but hard to find.  If your group has a face or a decent contact like a fixer, they should be able to find them for you once play begins.

With the cyberarm, you can either start with cerebral boosters 3 (restricted gear) or just save your cash.  Either way, I'll leave room for it.  Umaro doesn't like mages with cybereyes nor do I.  However I will admit for mages there's a case to be made especially if you want robot eyes 'cause they're cool.  After that, you fill the rest of your essence with stuff you want/think are cool.

That covers ware.  If you want advice on skills/spells/other stuff, tell us what preferences/rules you have and we'll be glad to help.
« Last Edit: <03-01-12/1504:46> by Tsuzua »