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Building a Boogeyman

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Lysanderz

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« on: <01-18-16/2252:16> »
Alright, maybe my brain is fried, but this is a character type I haven't played before and I'm looking for some solid advice for traditions, mentors, build allocations, the whole kit and caboodle.

I am thoroughly interested in playing what I can only describe as a "Witch Doctor" but not in the healing sense. I want to fully design a street magician who happens to deal Alchemical drugs. By that I mean, on his off days he actively uses his alchemy skill with Euphoria and Opium Den spells, or illusion spells. Think BTL but with magic instead. It's a feel good rush, so it makes sense that addicts could become a thing.

So his story goes like this: Once upon a time WD (Witch Doctor) was a man like any other and specialized in working as an interrogator for XYZ's services. He awoke sometime in high school and as such XYZ paid for his college education where he excelled at illusions and psychology. Interrogators can make quite a name for themselves, and he worked hard to prove himself a very useful asset to his employers. As he moved himself up the chain in the world of intelligence, he eventually was submitted to higher level interrogation resistance training, including the use of drugs in order to elicit answers out of people. During his undergoing of this training, he found he had a taste for hallucinogens. Eventually his drug use was discovered, despite his professionalism at work, and he was released.

So here he was, an unemployed mage who specialized in interrogation on the streets and dosing regularly with hallucinogens and novacoke in order to feel amazing. Over time, and thanks to the use of a lot of drugs, he proceeds to think himself some sort of high priest. He comes to relieve the masses from their pain, to give them hope, to ensure them that the government can't help them. The corporations can't help him. Only he can help them, only he can lead them. And lead them he does in a manner similar to a cult leader but without the desire to attain many followers. Just customers as he acts as their warped spiritual adviser. In short order he becomes a Shadowrunner who acts as magical support, using the funds to generate revenue for his other ventures. He refuses to kill people, but has no qualms when others do it. He just finds it crueler to leave them alive in a world so bleak.

Things I know for sure:
-He has no combat spells, they just aren't his style
-He does not have direct manipulation spells (Control actions, etc) because he feels he has more talent talking and convincing people. So he shouldn't have to force their actions.
-He has a mentor, probably Seducer
-He's out of shape from regular drug usage.
-He believes himself doing some "God"'s work.

I just don't even know where to begin with putting this together, it feels like it has a lot of cogs and such to put together. Help please? I just need some advice on where to start and then I can hopefully flesh it out fully and get some opinions on the finished project.

Annnnnnnd GO MAGIC INTERNET PEOPLE GO!

FST_Gemstar

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« Reply #1 on: <01-18-16/2257:51> »
Does he deal any with spirits or the astral world? Does he have any weapons/combat angle, or he just doesn't move much with the drugs.

Any specified character generation method (Priority, sum-to-ten, point boy, or  life module)
« Last Edit: <01-18-16/2304:42> by FST_Gemstar »

Lysanderz

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« Reply #2 on: <01-18-16/2302:21> »
Probably very little. I imagine he's fond of Spirits of Men. I'd say he'd angle towards a Possession tradition but he's definitely no Voodoo guy.

FST_Gemstar

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« Reply #3 on: <01-19-16/0048:31> »
Hesitation:
Lots of different requirements to fill here. It's tough to see how this character fits into a runner team. Enchanters tend to be the least in request PCs, as they are least needed on hand (preparations need preparation! ;-)). Not having combat spells make him less damage dealing in combat. As is no direct mind control/manipulation. Possession spirits also have limited potential in combat, as you sacrifice your own body for them (which is not so combat ready itself per request) or have them bound to objects.


Sooo....

Concept:
My concept back to you. The character is less Witch doctor and more of a twisted self-help guru. He thinks he knows how to master his own destiny, be willful/convincing/get what you want, and sometimes you need to get happy in order to the universe to reflect that happiness around you, meaning you should buy his drugs. He has what he thinks is a  Psionics Tradition, forgoing the mystical aspects of the magical. He does legitimately have a mentor spirit, which psionic mages usually don't have, but part of the less savory parts of Seducer is that he  both convinces the character is not a real Mentor Spirit (more like an avatar of your character's best self) and that being such a little "cult" leader is a good idea. So in all, he is mage that focuses less on magic, but more on mental fortitude/flexibility, self determination, destiny manifestation, etc. His aura readings are more like "judge intentions," helping people see where their beliefs are limiting and how he can help (probably with drugs) get them to a better place. He not only uses his own alchemical spell drugs, but also a mix of street drugs, pharmaceuticals, and magical compounds.

Mechanics:
This character is more of a "6th man"/support character to begin with, IMO. He just in concept doesn't specialize in areas that shadowrunning teams usually need specialists. So with that in mind, I wanted him to have a strong support focus and to cover areas that perhaps are not usually covered by other specialties.  Intimidation is not taken by a lot of Faces, so having a background in interrogation, this is a nice complimentary skill to fill that gap. He has a range of magical skills in all areas of magic, which a lot of mages don't have. He can lead rituals and do alchemy (lots of shadowrunners don't), but can then also help w/ teamwork tests for summoning/binding/spellcasting for perhaps a more typical magician. I also hoped that perhaps he could do some poisoning work (mixing sneaking/palming with invisibility, perhaps some spirit powers of concealment, toxins, and other illusion spells), but he doesn't start so ready for this and may not be in your concept. As a support characters, having several contacts is a plus, and I combined high Logic and Intuition with School of Hard Knocks and College Educated qualities to get a ton of knowledge skills too.

One of the crunch reasons I like Psionics for this character is that it is one of the rare  traditions with Spirits of Man with a Health Focus.  He can keep bound spirits of Man bound spirits in Govi, from which they can cast and sustain Improved Reflexes on the character (in case he does want to move quicker than what is typically physically possible for him), and well as use some other spirit powers if needed. Strategically, I would probably keep bound spirits of man in Govi, but summon other kinds of spirits for self-possession during a fight you can't escape for their other cool powers and skills, as well as some boosts to physical stats for when they count.

See below for a mock-up:
Karma Expenditures: 24 positive qualities, 10 spells, 10 nuyen, -25 on negative qualities = 6 karma remaining.

Didn't intend to make a full mock-up, but just went with it. Please feel free to disregard anything if this isn't want you had in mind!


== Info ==
Name: Unnamed Character           Alias: Witch Doctor
Human                             Movement: 8/16
                                  Composure: 10
Street Cred: 0                    Judge Intentions: 11
Notoriety: 0                      Lift/Carry: 4 (15 kg/10 kg)
Public Awareness: 0               Memory: 10
Karma: 0                          Nuyen: 50
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: E(0) - Human
Attributes: A(4) - 24 Attributes
Special: A(4) - Magician or Technomancer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Binding

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

== Derived Attributes ==
Essence: 6                        Initiative:           9 + 1d6
Physical Damage Track: 10         Rigger Init:          9 + 1d6
Stun Damage Track: 11             Astral Init:          12 + 2d6
Physical: 3                       Matrix AR Init:       9 + 1d6
Mental: 7                         Matrix VR Cold Init:  6 + DP + 3d6
Social: 7                         Matrix VR Hot Init:   6 + DP + 4d6
Astral: 7

== Active Skills ==
Alchemy                           Base: 4  + Karma: 0  = 4   Pool: 10
Assensing (Aura Reading)          Base: 2  + Karma: 0  = 2   Pool: 8 (10)
Binding (Spirits of Man)          Base: 5  + Karma: 0  = 5   Pool: 11 (13)
Disguise                          Base: 2  + Karma: 0  = 2   Pool: 8
Intimidation (Interrogation)      Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Palming                           Base: 2  + Karma: 0  = 2   Pool: 6
Perception (Visual)               Base: 3  + Karma: 0  = 3   Pool: 9 (11)
Ritual Spellcasting               Base: 4  + Karma: 0  = 4   Pool: 10
Sneaking                          Base: 2  + Karma: 0  = 2   Pool: 6
Spellcasting (Health)             Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Summoning (Spirits of Man)        Base: 2  + Karma: 0  = 5   Pool: 8 (10)

== Knowledge Skills ==
Bars and Clubs (Awakened)         Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Biology (Parabotany)              Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Chemistry (Toxins)                Base: 6  + Karma: 0  = 6   Pool: 11 (13)
English                           N                     
Sprawl Life                       Base: 6  + Karma: 0  = 6   Pool: 12
Street Drugs (Deepweed)          Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Underworld                        Base: 6  + Karma: 0  = 6   Pool: 12

== Contacts ==
(Drug Supplier (Awakaned Specialty)) (CON: 5, LOY: 2)
(Talismonger) (CON: 3, LOY: 3)
(Squatter) (CON: 1, LOY: 1)

== Qualities ==
College Education.RF
Drug Tolerant
Infirm I
Jack of All Trades Master of None
Magician
Mentor Spirit (Seducer)
Pacifist I
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
School of Hard Knocks
SINner (National) (UCAS)

== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (11))
Agony                      DV: F-4
Analyze Truth              DV: F-2
Curse (Ritual)                     DV: Special
Detox (Alchemical)         DV: F-6
Dream                      DV: F-3
Euphoria (Alchemical)      DV: F-3
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase Reflexes          DV: F
Mind Probe                 DV: F
Opium Den                  DV: F-1
Trid Phantasm              DV: F

== Lifestyles ==
Low (Low)  1 months

== Armor ==
Actioneer Business Clothes          8
Armor Jacket                        12

== Weapons ==
Shock Gloves
   Pool: 3        Accuracy: 3     DV: 8S(e)    AP: -5    RC: 2
Survival Knife
   Pool: 3        Accuracy: 5     DV: 3P       AP: -1    RC: 2
Unarmed Attack
   Pool: 3        Accuracy: 3     DV: 1S       AP: -     RC: 2

== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN Rating 4 [Fake License 4 (Mage License)]
   +Micro-Transceiver
   +Subvocal Mic

== Gear ==
Chemsuit Rating 6
Deepweed x2
Glasses Rating 1
   +Image Link
Govi Rating 6
Govi Rating 6
Hecate's Blessing x2
Magical Lodge Materials Rating 6
Novacoke x5
Psyche x5
Reagents, per dram x50
Soothsayer x2
Survival Kit
Tool Cleanser (15 Uses)
Zen x5
« Last Edit: <01-19-16/1235:04> by FST_Gemstar »

Lysanderz

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« Reply #4 on: <01-19-16/0328:27> »
Your build is amazing! With a couple tweaks that could totally work!

What did you use to make that character sheet? It's so clean and detailed.

ZeldaBravo

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« Reply #5 on: <01-19-16/0438:09> »
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Lysanderz

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« Reply #6 on: <01-19-16/1108:57> »
Can Govi seat spirit of men? From what I'm reading, it can only hold watcher spirits?

FST_Gemstar

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« Reply #7 on: <01-19-16/1115:38> »
It confuses me... I think the description of the fluff of govi is that they hold Loa watcher spirits of voduo tradition. These are not game spirits or watchers, but the kind of entities Voduo practioners  would house in a real life govi. This is where the idea of the game govi comes from. As "watchers" in game are ritual disembodied entities, I don't think they have any real reason of sitting in a govi. The whole point of them is that they are disembodied.

The description uses "watcher spirits," "watchers," and "spirits" interchangeably. So I think govi are intended to hold actual spirits, particularly ones from possession traditions. I could be wrong though. Magic users are not my specialty.


FST_Gemstar

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« Reply #8 on: <01-19-16/1132:15> »
I could be wrong. It's one of the reasons I don't love possession traditions pre-initiating. It's hard to find a place for bound spirits. Can you just get a natural object like a rock and use that for a spirit to possess?

Lysanderz

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« Reply #9 on: <01-19-16/1220:44> »
I guess I can ask my GM about it. I'm not sure he will know the specifics either but at the same time he'll at least be able to provide a hard and fast ruling. This build definitely looks fun and after a few tweaks I think this is exactly what I was looking for.

Out of curiosity, where did you get the Psionic tradition? It isn't in Street Grimoire and I'm trying to work backwards through the build to shift things according to personal taste and whatnot.

FST_Gemstar

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« Reply #10 on: <01-19-16/1226:56> »
Psionics is from the Shadow Spells PDF.

here is its little info box re: spirits and drain stats:

PSIONIC TRADITION
Combat: Fire
Detection: Air
Health: Man
Illusion: Guidance
Manipulation: Task
Drain: Willpower + Intuition
Note: This is a possession tradition

Task Spirits are nice too for a support character, even for self-possession, because they can be summoned for various technical or physical skills that other teammates might not have. Could help the character shine when no one expects and help get out of a pickle if needed.

Let me know if you have questions about reverse engineering it.
« Last Edit: <01-19-16/1243:28> by FST_Gemstar »

Lysanderz

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« Reply #11 on: <01-19-16/1305:19> »
I'll absolutely keep you updated and post the finished project probably a bit later today. I'm rather excited about the whole thing shaping up into an actual character.

Whiskeyjack

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« Reply #12 on: <01-19-16/1513:03> »
Possession traditions, just...

I don't think they're very good this ed and I think that's in part because how good they could get last ed.
Playability > verisimilitude.

Lysanderz

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« Reply #13 on: <01-19-16/1604:12> »
As far as possession traditions go, it's more flavor than anything else. For Boogey, it makes sense for his character to want things that change people. To forcibly put something arcane into them has so many drug parallels. Anyways, I tweaked around with that build and shifted some numbers, spells, and the like to give him some different things. Big changes were a soft moving away from spirits and a change in race (To elf, because I'm imagining this fat elf grinning maliciously). I also took sadistic and Records on file (Ares, and Horizon; his former employer and someone interested in brainwashing). Let's see how people like this:


== Info ==
Name: Eric Landroche              Alias: Boogeyman
Elf, Male                         Movement: 6/12
5'10", 290lbs                     Composure: 12
Street Cred: 0                    Judge Intentions: 12
Notoriety: 0                      Lift/Carry: 3 (15 kg/10 kg)
Public Awareness: 0               Memory: 10
Karma: 0                          Nuyen: 175
Age: 32                           Skin: Pale
Eyes: Blue                        Hair: Black

== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: B(3) - 20 Attributes
Special: A(4) - Magician or Technomancer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Assensing
Bonus Skill: Spellcasting

== Attributes ==
BOD: 2                            CHA: 7
AGI: 3                            INT: 5
REA: 3                            LOG: 5
STR: 1                            WIL: 5
EDG: 1                            MAG: 6

== Derived Attributes ==
Essence: 6                        Initiative:           8 + 1d6
Physical Damage Track: 9          Rigger Init:          8 + 1d6
Stun Damage Track: 11             Astral Init:          10 + 2d6
Physical: 3                       Matrix AR Init:       8 + 1d6
Mental: 7                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 9                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 9

== Active Skills ==
Alchemy                           Base: 5  + Karma: 0  = 5   Pool: 11
Assensing (Aura Reading)          Base: 5  + Karma: 0  = 5   Pool: 10 (12)
Binding (Spirit of Man)           Base: 3  + Karma: 0  = 3   Pool: 9 (11)
Con                               Base: 3  + Karma: 0  = 3   Pool: 12
Disguise                          Base: 2  + Karma: 0  = 2   Pool: 7
Intimidation (Interrogation)      Base: 3  + Karma: 0  = 3   Pool: 10 (12)
Palming                           Base: 2  + Karma: 0  = 2   Pool: 5
Perception                        Base: 3  + Karma: 0  = 3   Pool: 8
Performance (Oration)             Base: 3  + Karma: 0  = 3   Pool: 10 (12)
Ritual Spellcasting               Base: 4  + Karma: 0  = 4   Pool: 10
Sneaking                          Base: 2  + Karma: 0  = 2   Pool: 5
Spellcasting (Illusion)           Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Summoning                         Base: 0  + Karma: 3  = 3   Pool: 9

== Knowledge Skills ==
Bars and Clubs (Awakened)         Base: 4  + Karma: 0  = 4   Pool: 9 (11)
Biology (Parabotany)              Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Chemistry (Toxins)                Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Police Procedure                  Base: 1  + Karma: 0  = 1   Pool: 6
Psychology (Microexpressions)     Base: 4  + Karma: 0  = 4   Pool: 9 (11)
Street Drugs                      Base: 6  + Karma: 0  = 6   Pool: 11
Theology                          Base: 2  + Karma: 0  = 2   Pool: 7
Underworld                        Base: 2  + Karma: 0  = 2   Pool: 7

== Contacts ==
Drug Supplier (Awakened Specialty), Puyallup (CON: 5, LOY: 2)
Slumlord, Puyallup (CON: 3, LOY: 1)
Street Doc, Downtown (CON: 2, LOY: 2)
Talismonger, Puyallup (CON: 3, LOY: 3)

== Qualities ==
College Education.RF
Drug Tolerant
Infirm I
Low-Light Vision
Magician
Mentor Spirit (Seducer)
Poor Self Control (Sadisic)
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
Records on File (Ares)
Records on File (Horizon)
School of Hard Knocks
SINner (National) (UCAS)

== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (10))
Agony                      DV: F-4
Curse                      DV: Special
Decrease [Attribute] (REA) DV: F-2
Detox (Alchemical)         DV: F-6
Dream                      DV: F-3
Euphoria (Alchemical)      DV: F-3
Homunculus                 DV: Special
Mass Agony                 DV: F-2
Opium Den                  DV: F-1
Trid Phantasm              DV: F

== Lifestyles ==
Low (Street)  1 months

== Armor ==
Actioneer Business Clothes          8

== Weapons ==
Horizon-Flynn Rapier
   Pool: 2        Accuracy: 7     DV: 3P       AP: -3    RC: 2
Survival Knife
   Pool: 2        Accuracy: 5     DV: 3P       AP: -1    RC: 2
Unarmed Attack
   Pool: 2        Accuracy: 3     DV: 1S       AP: -     RC: 2

== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Chemsuit Rating 6
Fake SIN (UCAS) Rating 4
   +Fake License (Mage License) Rating 4
Glasses Rating 1
   +Image Link
Govi Rating 6 x2
Magical Lodge Materials Rating 6
Micro-Transceiver
Novacoke x5
Psyche x5
Reagents, per dram x50
Soothsayer x2
Subvocal Mic
Survival Kit
Tool Cleanser (15 Uses)
Tool Kit (Alchemy)
Zen x10

FST_Gemstar

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« Reply #14 on: <01-19-16/1952:08> »
Looks good!

I bet Whiskey would agree, but I might suggest switching Assensing/Binding. I know you don't mean to have much of a spirit focus, but Binding is an opposed test with significant chances of failure while assensing tests are threshold that you could probably just attempt again at failure (or take some Psyche to add a die, etc.). Also, a spirit can do some assensing if need be too and probably as well or better.

I would also think through your angle as a runner. How does your character shine, what kind of situations, how does he sell himself to a group looking for a new team member. How would a fixer sell your credentials to another group.