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Critique my dwarven sioux Hippopotamus mage

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zeththeadeptork

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« on: <09-25-16/0948:26> »
https://drive.google.com/open?id=0B8Xu-IQ_3xm2WHJiUVUxaXJkV1U
He is an Amerindian/African
 Boar is reflavored as Hippo for the mentor spirit
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Kuirem

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« Reply #1 on: <09-25-16/1015:27> »
It looks like you forgot to spend your skill points, the only skill you are were raised with Karma.

Personally I prefer 7 WIL / 5 INT over 6 WIL / 6 INT for the extra stun monitor condition box. I might also move 2 Attributes points from LOG to BOD, you don't have much skill so LOG will be limited of use while raising BOD will help you being a more tanky mage.

Having a gun and knowing how to use it (even if it is only ~7 dice) is always a good idea, even for a Mage if only to hide the fact that you are a Mage.

Personally I prefer to pick Blast over Stunball when I already have Stunbolt. AOE indirect spell have the advantage of denying the defense roll to the defender and the AP and base DV are better to take down a lot of weak grunts at once.

zeththeadeptork

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« Reply #2 on: <09-25-16/1144:11> »
Chummer messed up and I guess took off my skills
Good call on increasing will skills wise I'll be really stretched I don't think grabbing a gun will help much with my low ago. Good catch on blast too forgot it was an option
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Kuirem

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« Reply #3 on: <09-25-16/1208:05> »
Hmm let's see for skills.

As a Mage you want Spellcasting, Summoning and Binding. Summoning test aren't too hard so it can be left at 5 (with the points you get from Magic A), Spellcasting and Binding at 6. With an Intuition tradition Assensing is a good pick but it's a non opposed test so you don't need too much, picking 2 points with Karma should do the trick. Counterspelling is always a good idea, let's put 3 points in it.

As a runner the skills you use a lot are : Gun option, Sneaking, Perception and Etiquette. With your low AGI sneaking won't do much, you will need to rely on Invisibility for that. For ranged option Automatics is probably the best since burst will allow you to remove defense dice and actually land a hit. So we get 5 in Automatics, 2 in Perception (with Karma), 4 in Etiquette.

So we end up with : Automatics 5; Binding 6; Summoning 5; Counterspelling 3; Etiquette 4; Spellcasting 6; Summoning 5. And you have 3 Skills point left for specializations. Now with Karma we add 2 Assensing, 1 Diguise, 2 Perception for 14 karma. Since you have high WIL and INT the Outdoors skill group could fit well on your character, and well Hippo are pretty good survivors right? Let's spend 5 karma to get the skill group at 1 for a total of 19 karma spend in group.

See I got you all the essentials and I fit a gun skills in there for those time where it's better not to reveal you are a mage or simply when shooting will work better than a Stun/Lightning bolt.

zeththeadeptork

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« Reply #4 on: <09-25-16/1311:41> »
Well I stand corrected good sir and I thank you. Now to find a group or get more karma on the hub for a secondary character
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zeththeadeptork

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« Reply #5 on: <09-27-16/1037:43> »
What about long arms for a shotgun take increased agi wide choke ?
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Kuirem

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« Reply #6 on: <09-27-16/1231:59> »
Whatever float your boat. Automatics is a popular choice for non-fighter because the burst fire and full-auto are excellent to land a shot without having a good dice pool, and it also reduce the enemy defense pool for your more fighting oriented friends. On top of that it range for small concealable weapons (Machine Pistols) to big guns (Assault Rifle).

Now it's perfectly possible to pick something else, Shotguns deal nice damage and the possibility of hitting multiple targets without having to split the pool is worthy of the investment. Since you haven't got a lot of nuyen you should probably stick with a Defiance T-250 for starters.

Overbyte

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« Reply #7 on: <09-27-16/1417:51> »
it also reduce the enemy defense pool for your more fighting oriented friends.

Don't want to hijack, but what are you talking about here?
AFAIK the reduction to defense pool only applies against the person shooting at you.
Nothing is foolproof. Fools are so ingenious.

Kuirem

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« Reply #8 on: <09-27-16/1447:53> »
For a second you made me doubt since it's our GM which use this rule but after fumbling through the book I found it again :

Quote from: CRB 189
DEFENDER HAS DEFENDED AGAINST PREVIOUS ATTACKS

If a character has defended against at least one other attack since his last Action Phase, apply a –1 cumulative modifier for each additional defense roll.

You are right though that it doesn't matter if it was a burst fire or a single shot, it's -1 per previous defense roll.

Overbyte

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« Reply #9 on: <09-27-16/2204:39> »
Ah OK.. that one I knew about.  :D
Nothing is foolproof. Fools are so ingenious.

zeththeadeptork

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« Reply #10 on: <09-29-16/2121:13> »
link is now updated. I will put more into autos eventually. but its not too important atm. any thoughts are still appreciated
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