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Wakyambi Channeling Battle Mage - A start

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FST_Gemstar

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« on: <10-17-15/2124:54> »
I've been aching to make a Channeling focused magician for a while and wanted to share what I have started so far. The plan was to focus on combat magic, being able to have a Force 6 Air Spirit fight with a party while the magician handles combat magic, or joining together to make the magician a competent combatant him/herself and have access to spirit powers.  So far, the action economy is a bit odd, as the character as written is also fit to be a generalist magician and handle all magical expertise for a party (Astral overwatch, counterspelling, magical healing, assensing, astral projection, spirit management, etc.) It wasn't my plan, but I couldn't get the stats to work out in other ways.

Allocating A priority to attributes and Magic, I had to pick between allocating more priority to Edge, Resources, or Skills, . I figured Edge was probably the most useful to focus on at character generation as it can make up for the other two a little while the character works to increase skills and make money in play. As Wakyambi elves start with 2 Edge anyway, it made sense to take advantage of that bonus too.  This makes the character a bit skills light and lacking important items like a health sustaining focus (to sustain Increase Reflexes). Additionally, I had the character take a non-possession magical tradition for the spirit flexibility, but as the character won't learn channeling until he/she initiates, the character has to be able to get by basically as a regular magician for a time and hopefully can.


I originally was willing to give up Binding spirits all together, but I had a few skill points left after the major skills were chosen, and with high Edge, even with low skills in binding, the character can keep some lower level spirits around for spirit tasks if needed. I also originally did not have intentions for the character to be whip-focused, but it seemed like a good (albiet expensive) choice to take advantage of the Wakyambi racial trait of +1 to reach. I'm willing to switch to a stun focused melee weapon to not have to rely on the character's low strength (it will still only be effectively 4 when merged with a spirit), as the character still has spells to sling for damage. I'm also willing to just get a gun instead too. This may free up enough cash to get a health spell sustaining focus at character generation.

So please let me know if the character seems viable enough and/or have alternative build ideas. I'd love some ideas for picking Negative Qualities, Spells, Contacts, gear, and feedback on weapon choice. I usually wouldn't pick Exceptional Attribute for a positive quality on a character like this, but I had an extra attribute point to play with and more Intuition adds to the mage's drain pool, defense/surprise tests, and helps with assensing/perception. Also remember, when eventually channeling a Force 6 Air spirit, all physical stats will be +3.

Karma spent: 25 (12 metatype, 24 PQs, 4 Skills, 10 Nuyen, -25 NQs)

Sum to Ten:
Meta: C, Elf (Wakyambi - Agility: 2/7, Charisma: 1/6, Intuition: 1/7, Logic: 1/5, Edge: 2/7, w/ +1 Reach, x3/x6 walk/run rate, and +10% armor/clothes costs)
Attributes: A
Magic: A
Skills: E
Resources: E

Attributes
Body: 3
Agility: 6
Reaction: 5
Strength: 1
Charisma: 3
Intuition: 8
Logic: 2
Willpower: 5
Edge: 5
Magic: 6
Essence: 6
Drain Dice : 13
Ini: 13 + 1D6

Positive Qualities (24 Karma):
Exceptional Attribute (Intuition)
Jack of All Trades
Mentor Spirit (Eagle: +2 Perception, +2  Summon Air Spirits)
Quick Healer

Negative Qualities (-25 Karma):
Mild Allergy - Pollutants (Mentor Spirit)

Skills:
Spellcasting 6 (+2 Health)
Summoning 6 (+2 Air Spirits)
Counterspelling 6
Exotic Melee 6 - Mono Whip
Binding 1 (+2 Air Spirits)
Assensing 1 (1 Karma)
Con 1 (1 Karma)
Etiquette 1 (1 Karma)
Perception 1 (1 Karma)

Tradition: Wicca - Goddess
Spells: 10 TBD, to include Heal and Increase Reflexes as least.

Gear/Nuyen:
Monofilament Whip
16k Nuyen for basic gear.
« Last Edit: <10-17-15/2358:16> by FST_Gemstar »

Marcus

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« Reply #1 on: <10-18-15/0057:49> »
This isn't a techno! Who are you and what have you done with Gemstar?
*Play-by-Post color guide*
Thinking
com
speaking

Max Mustermann

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« Reply #2 on: <10-18-15/0254:56> »
@fst_gemstar,

your karma-purchased skills cost 2 karma wach, not 1

Kind regards Max
Please remeber, i'm not a native, due to this my english will be ... not really good ;-)

FST_Gemstar

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« Reply #3 on: <10-18-15/0906:56> »
@Marcus... Spirit Inhabitation. (Though I was also looking at Wakyambi elves for cybered technomancer potential....)

@Max... I kind of fudge the rules for expediency when I take the Jack of All Trades quality, that makes karma bought skills in play up to level 5 one karma less than their regular price. I can carryover the karma from character generation in game and just buy then, or show the intention of the character and just discount the karma bought skills during character generation.

I will also add that it may be  a little more karma efficient to go Attributes A, Meta B and Magic B. Basically this set up will trade 2 skill points (basically what I invested in Binding) and three spells for an extra Edge (bringing it to 6). If the character can get started with only seven spells, I might consider that route. Also if going this route, I may just take a possession tradition, I'm looking at Egyptian from Shadow Spells, as it is an Intuition-based tradition, Egyptian Air Spirits are associated with Health spells, and I could claim a Horus-esque looking entity functions as the Eagle Mentor Spirit.
« Last Edit: <10-18-15/0918:28> by FST_Gemstar »

FST_Gemstar

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« Reply #4 on: <10-19-15/1117:41> »
An Update below...

The 4 karma bought skills will actually be bought after character generation, but are kept to show intention.

== Info ==
Name: Unnamed Character           Alias: Dredj
Elf                               Movement: 18/36
                                  Composure: 8
Street Cred: 0                    Judge Intentions: 11
Notoriety: 0                      Lift/Carry: 4 (15 kg/10 kg)
Public Awareness: 0               Memory: 7
Karma: 0                          Nuyen: 105
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: C(2) - Human, Dwarf, Elf, or Ork
Attributes: A(4) - 24 Attributes
Special: A(4) - Magician or Technomancer
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Summoning

== Attributes ==
BOD: 3                            CHA: 3
AGI: 6                            INT: 8
REA: 5                            LOG: 2
STR: 1                            WIL: 5
EDG: 5                            MAG: 6

== Derived Attributes ==
Essence: 6                        Initiative:           13 + 1d6
Physical Damage Track: 10         Rigger Init:          13 + 1d6
Stun Damage Track: 11             Astral Init:          16 + 2d6
Physical: 4                       Matrix AR Init:       13 + 1d6
Mental: 6                         Matrix VR Cold Init:  8 + DP + 3d6
Social: 6                         Matrix VR Hot Init:   8 + DP + 4d6
Astral: 6

== Active Skills ==
Assensing                         Base: 0  + Karma: 1  = 1   Pool: 9
Binding (Spirits of Air)          Base: 1  + Karma: 0  = 1   Pool: 7 (9)
Con                               Base: 0  + Karma: 1  = 1   Pool: 4
Counterspelling                   Base: 6  + Karma: 0  = 6   Pool: 12
Etiquette                         Base: 0  + Karma: 1  = 1   Pool: 4
Exotic Melee Weapon               Base: 6  + Karma: 0  = 6   Pool: 12
Perception                        Base: 0  + Karma: 1  = 1   Pool: 11
Spellcasting (Health)       Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Summoning (Spirits of Air)        Base: 6  + Karma: 0  = 6   Pool: 12 (14)

== Knowledge Skills ==
English                           Base: 6  + Karma: 0  = 6   Pool: 14
Hunting                           Base: 2  + Karma: 0  = 2   Pool: 10
Magical Threats                   Base: 6  + Karma: 0  = 6   Pool: 14
Parazoology                       Base: 4  + Karma: 0  = 4   Pool: 12
Spirits                           Base: 2  + Karma: 0  = 2   Pool: 10
Zulu                              N                     

== Contacts ==
(Talismonger) (CON: 2, LOY: 2)
(Slumlord) (CON: 3, LOY: 2)

== Qualities ==
Allergy (Common, Mild) (Pollutants)
Celerity
Elongated Limbs
Exceptional Attribute (INT)
Illiterate
Jack of All Trades Master of None
Low-Light Vision
Magician
Mentor Spirit (Eagle)
Prejudiced (Specific, Outspoken) (Aspected Summoners)
Quick Healer
Spirit Bane (Guidance)
Uneducated

== Spells ==
(Tradition: Wicca, GoddessWIL + INT (13)Spirit of FireSpirit of WaterPlant SpiritSpirit of AirSpirit of EarthMaterialization
Control Thoughts           DV: F-1
Convert Blood to Ichor     DV: F
Heal                       DV: F-4
Increase [Attribute] (INT) DV: F-3
Increase Reflexes          DV: F
Levitate                   DV: F-2
Manaball                   DV: F
Physical Mask              DV: F-1
Stunball                   DV: F
Trid Phantasm              DV: F

== Lifestyles ==
sq (Squatter)  1 months

== Armor ==
Armor Jacket                        12

== Weapons ==
Monofilament Whip
   Pool: 12       Accuracy: 5     DV: 12P      AP: -8    RC: 2
Unarmed Attack
   Pool: 5        Accuracy: 4     DV: 1S       AP: -     RC: 2

== Commlink ==
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   +Fake SIN Rating 4
   +Earbuds Rating 1
   +Micro-Transceiver
   +Subvocal Mic
   +Earbuds Rating 1

== Gear ==
Certified Credstick, Silver
Contacts Rating 1
   +Image Link
Reagents, per dram x85
Survival Kit