First of all, I missed putting the '?' at the end of the title -- I'm asking, not telling!
I’m looking for some feedback on a character idea. I played a bit back in 1st edition, and am running a one player game in 5th (only PC is a motorcycle racing cat shaman—not optimized for power, but in a one player game that isn’t a big issue as everything is balanced around that one character). So I don't really have a feel for how flexible characters can be in terms of drifting from the main archetypes.
I’m joining an online game, and have an idea that I like, but I just don’t have a good feel for whether it is a viable character. Concept is a summoning adept elven woman, who is recently out of prison after serving 40+ years for cop killing – she hadn’t really figured out that she had magic back then and screening was not as advanced, so her magic was not detected, and in the high background count of prison she didn’t really develop it, instead relying on become tough and intimidating to survive decades of hell. Her mentor welcomed her with open wings (Thunderbird) once she was released, and since then she’s worked intensely on developing her magic and shooting ability.
Short form: cheap elf shaman/face to use that effeciency to balance off the awfulness that is aspected mage rules in 5th.
I’m not going to post every skill bought at one point with karma, or the details of her minimal gear as all that is easy to tweak, I’m just looking for feedback of “do you think in a more ordinary group, this character can make a useful contribution, or is it not focussed enough?
== Priorities ==
Metatype: D - Elf
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer (aspected summoner: 5 magic, 4 skill group points in a magic skill group)
Skills: C - 28 Skills/2 Skill Groups
Resources: E – 6000
== Attributes ==
BOD: 3
AGI: 6
REA: 5
STR: 3
CHA: 8
INT: 5
LOG: 2 (1 point bought with karma)
WIL: 4
EDG: 1
MAG: 5
== Derived Attributes ==
Essence: 6
Initiative: 10+1d6
Drain dice 12
==Qualities==
- Spirit affinity (air)
- Too pretty to hit
- Mentor spirit – Thunderbird
- Sinner: criminal
- (other negative qualities to bring total to 25, of course)
== Active Skills ==
Conjuring group: 6 (summoning, binding, banishing) (+2 for conjuring spirits of air, from Thunderbird)
Con : 4 Pool: 12
Intimidation : 6 Pool: 16 (+2 from Thunderbird)
Negotiation : 4 Pool: 12
Pistols : 4 Pool: 10
Sneaking : 4 Pool: 10
Unarmed : 6 Pool 12
1 skill point bought with karma for at least: Asensing (pool 6), Etiquette (pool 9), Gymnastics (pool 7), Perception (pool 6)
Gear: key piece for the concept is shock gloves – should be able to land a touch attack on most foes and do decent damage in most cases. A reasonable pistol, fake ID, commlink are the big ticket items, requiring some karma going into additional nuyen.
General strategy:
- Always have a spirit up, use abilities liberally (conceal, movement, scouting, etc.)
- First choice of tactic is intimidate
- In combat aim to go on full defense (where she has 18 dice to defend), then give orders to her spirit (and re-summoning spirits as needed)
- Use pistol as needed for extra ping
- If she can talk her way close (or sneak in close using spirit concealment), or if attacked in melee, can use shock gloves. Not enough strength to do a lot of damage otherwise.
Thoughts on the character? At a high level, does it seem viable, or not good enough in any one area to work well with others? Would you approach a conjuring adept in a different way entirely?
Things I’ve looked at from a more tactical point of view
- A less ‘face’ type build, keeping intimidate but lowering Negotiate and Con for higher pistols, gymnastics, running.
- Swap pistols for automatics (covering fire!).
- Magic 5 is very annoying, but raising metavariant to C (brining magic to 6 and edge to 3) would mean dropping to skills D, leaving the conjuring group at 4 and also losing six skill points (probably from Negotiate and Con). I’m not convinced this would be worth it. There is a sum-to-ten build of attributes A, magic, metavariant, and skills all C, resources D that would somewhat work if it were not for the rule about not being able to use skill points to add onto a skill group in character creation. Aspected mage with magic priority ‘C’ is forced to take skill group 2 in their area, then can only improve on that with karma. Aspected really does not get much love in 5th edition! So I think edge to 2 and magic to 6 are the goal for the first 40 karma earned …
- With enough scrimping and scraping, could take martial arts (possibly ’52 blocks’) and even specialize unarmed combat in the martial art – but with no initiative enhancement she shouldn’t be planning on getting in to too many brawls, so I think that could be adding a strength that she’d seldom get to use.