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The 'Jedi'

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Triskavanski

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« on: <06-07-15/1455:59> »
I've had a bit of a silly Idea for a character who could easily go mohawk or trenchcoat, A MA who has powers and stuff geared towards the whole idea of being a Jedi Knight. (With a little Sith thrown in)

== Info ==
Name: Unnamed Character           Alias:
Human                             Movement: 6/12
                                  Composure: 7
Street Cred: 0                    Judge Intentions: 6
Notoriety: 0                      Lift/Carry: 7 (60 kg/40 kg)
Public Awareness: 0               Memory: 7
Karma: 0                          Nuyen: 3100
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: D - Human or Elf
Attributes: C - 16 Attributes
Special: A - Magician or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Alchemy

== Attributes ==
BOD: 3                            CHA: 2
AGI: 3                            INT: 4
REA: 1 (4)                        LOG: 2
STR: 4                            WIL: 5
EDG: 5                            MAG: 6

== Derived Attributes ==
Essence: 6                        Initiative:           8 + 4d6
Physical Damage Track: 10         Rigger Init:          8 + 4d6
Stun Damage Track: 11             Astral Init:          8 + 2d6
Physical: 5                       Matrix AR Init:       8 + 4d6
Mental: 5                         Matrix VR Cold Init:  4 + DP + 3d6
Social: 5                         Matrix VR Hot Init:   4 + DP + 4d6
Astral: 5

== Active Skills ==
Alchemy                           Base: 5  + Karma: 0  = 5   Pool: 11
Arcana                            Base: 4  + Karma: 0  = 4   Pool: 6
Blades (Swords)                   Base: 6  + Karma: 0  = 6   Pool: 9 (11)
Etiquette                         Base: 5  + Karma: 0  = 5   Pool: 7
Free-Fall (Break-Fall)            Base: 1  + Karma: 0  = 1   Pool: 4 (6)
Gymnastics (Balance)              Base: 4  + Karma: 0  = 4   Pool: 7 (9)
Leadership                        Base: 5  + Karma: 0  = 5   Pool: 7
Negotiation                       Base: 5  + Karma: 0  = 5   Pool: 7
Perception                        Base: 5  + Karma: 0  = 5   Pool: 9
Running                           Base: 3  + Karma: 0  = 3   Pool: 7
Sneaking (Urban)                  Base: 3  + Karma: 0  = 3   Pool: 6 (8)
Spellcasting (Manipulation)       Base: 6  + Karma: 0  = 6   Pool: 12 (14)

== Knowledge Skills ==

== Qualities ==
Code of Honor (Warriors Code)
Focused Concentration (Rating 2)
Incompetent (Firearms)
Mystic Adept
SINner (National) (Fredrick Matzdorf)

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (9))
Analyze Device             DV: F-3
Catfall                    DV: F-3
Convince                   DV: F-2
Fling                      DV: F-2
Increase Gear Limits       DV: F-1
Influence                  DV: F-1
Levitate                   DV: F-2
Lightning Bolt             DV: F-3
Magic Fingers              DV: F-2

== Powers ==
Critical Strike (Clubs)
Enhanced Accuracy (skill) (Blades)
Improved Reflexes 3

== Armor ==
Lined Coat                          9

== Weapons ==
Unarmed Attack
   Pool: 2        Accuracy: 5     DV: 4S       AP: -     RC: 2
Vibro Sword
   Pool: 9 (11)   Accuracy: 7     DV: 8P       AP: -2    RC: 2

== Martial Arts ==
Kenjutsu
   +Finishing Move
   +Iaijutsu
Concepts are great, but implementation sucks. Why not improve it?

Triskavanski's House Rules

Whiskeyjack

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« Reply #1 on: <06-07-15/1535:07> »
Attributes are a little painful.

Is Enhanced Accuracy really necessary? I'd say get a personalized grip and some Combat Sense instead. I'd also drop a rank of Improved Reflexes for now. There are better immediate powers that are helpful. Combat Sense and Motion Sense come to mind.

Mentor Spirit: Wolf might be a good idea for free Ability Boost: AGI.

Alchemy and Arcana don't really scream "Jedi" to me, nor are they exceptionally useful skills (Alchemy being in all ways worse than just Spellcasting).

You want to make that sword a Weapon Focus.
Playability > verisimilitude.

JmOz01

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« Reply #2 on: <06-07-15/1558:02> »
and take a element for it...

Triskavanski

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« Reply #3 on: <06-07-15/1730:47> »
You've gotta have arcana to initiate or get new spells. The alchemy is just.. cause I have no idea what to do with the second magic skill.

The problem I have with getting Wolf is that I've used up all the karma on power points and martial arts. I've still got like 1.75 left to spend actually. Same issue with getting the sword a weapon focus.

Perhaps building the character in karma gen would be better?
Concepts are great, but implementation sucks. Why not improve it?

Triskavanski's House Rules

JmOz01

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« Reply #4 on: <06-07-15/1848:17> »
I would change tradition to Buddhism (Lots of the Jedi stuff is heavily Sam influence)

As for second skill...Counter spelling. 


Whiskeyjack

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« Reply #5 on: <06-08-15/0712:31> »
You've gotta have arcana to initiate or get new spells. The alchemy is just.. cause I have no idea what to do with the second magic skill.
Arcana 1 bought with karma is more than sufficient until you get to multiple initiations.

Counterspelling is a very good alternative skill.
Playability > verisimilitude.

Hobbes

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« Reply #6 on: <06-09-15/2324:58> »
Conjuring group instead of Influence group skill.  Hands down.

Bleed Strength, Charisma and/or Logic, likely all three to get Agility to 6.  And consider Monowhips and possibly dumping Strength completely.  Monowhip = floppy lightsaber if you think about it.

Or just carry the sword around for looks and go all Mage.  You need dice and movement for melee characters. 

Tradition Chaos for a Jedi?  er.  What Star Wars did you watch?   ; )  I second the vote for Buddhism for most Jedi like.  Chaos for Sith. 

Analyze Device at Force 2 won't do you much good on a Vibrosword.  Vibrosword is going to be a complex manufactured device and will have 9 dice to resist.  At least.  Focused Concentration of 2... Combat Sense off the top of my head gets you some benefit at force 2.  Levitate? 

Couple levels of Bad debit will go a long way and not be a particular hindrance to a character that doesn't need much in the way of gear.  3 or 4 levels will get you the Shadowrunner Jr. starter kit.  Moped, crappy Comlink, crappy fake SIN, bad lifestyle. 

Glyph

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« Reply #7 on: <06-10-15/0236:28> »
What do you have for a skill group(s)?  I don't see it.

Hobbes

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« Reply #8 on: <06-10-15/1133:04> »
Influence group.

Overbyte

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« Reply #9 on: <06-10-15/2133:44> »
You've gotta have arcana to initiate or get new spells. The alchemy is just.. cause I have no idea what to do with the second magic skill.

Not to de-rail.. but as far as I know you don't need Arcana to get new spells. You just buy them and make a spellcasting + Intuition test (according to SR5 p299). Only need Arcana if you want to create formulas yourself.

You do however need it for Initiation, but since it is an extended test, like other poster has said, it will only be an issue at higher levels, and then only if you want it to take a shorter time (unless you have a low Intuition and might run out of dice before you finish).
Nothing is foolproof. Fools are so ingenious.