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Combat Specialist Mystic Adept

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hannibalisfun

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« on: <02-09-16/2151:53> »
I wanted to try to put together a Mystic Adept that could fill a combat specialist role and some magical support.  The group already has a charisma based mage.  So, that limits the pressure to fill the magical support role heavily.  The other members of the group are a rigger/decker and a “stealthy rigger.”
I ended up building a few different variations of the character.  One that would be more focused on using automatics as a primary source of damage in combat and the other would use spells for that.
Combat Mage - Automatics

== Info ==
Name: Unnamed Character           Alias: GunMage - EBABE
Human                             Movement: 12/24
                                  Composure: 8
Street Cred: 0                    Judge Intentions: 7
Notoriety: 0                      Lift/Carry: 3 (15 kg/10 kg)
Public Awareness: 0               Memory: 8
Karma: 0                          Nuyen: 200
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: A(4) - Magician or Technomancer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Counterspelling

== Attributes ==
BOD: 2                            CHA: 2
AGI: 5 (6)                        INT: 5
REA: 5 (9)                        LOG: 2
STR: 1                            WIL: 6
EDG: 3                            MAG: 6

== Derived Attributes ==
Essence: 6                        Initiative:           10 (14) + 4d6
Physical Damage Track: 9          Rigger Init:          14 + 4d6
Stun Damage Track: 11             Astral Init:          10 + 2d6
Physical: 5                       Matrix AR Init:       14 + 4d6
Mental: 5                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 6                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 6

== Active Skills ==
Arcana                            Base: 4  + Karma: 0  = 4   Pool: 6
Assensing                         Base: 6  + Karma: 0  = 6   Pool: 11
Automatics                        Base: 6  + Karma: 0  = 6   Pool: 13
Con                               Base: 6  + Karma: 0  = 6   Pool: 8
Counterspelling                   Base: 6  + Karma: 0  = 6   Pool: 12
Disguise                          Base: 5  + Karma: 0  = 5   Pool: 10
Palming                           Base: 5  + Karma: 0  = 5   Pool: 11
Perception                        Base: 6  + Karma: 0  = 6   Pool: 11
Sneaking                          Base: 5  + Karma: 0  = 5   Pool: 11
Spellcasting                      Base: 6  + Karma: 0  = 6   Pool: 12
Summoning                         Base: 6  + Karma: 0  = 6   Pool: 12

== Knowledge Skills ==

== Contacts ==
Fixer (Fixer) (CON: 5, LOY: 1)

== Qualities ==
Consummate Professional
Mystic Adept
Superhuman Psychosis
The Magician's Way
Tough and Targeted
Wanted (1)

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
Ball Lightning             DV: F-1
Combat Sense               DV: F
Detect Enemies, Extended   DV: F
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Influence                  DV: F-1
Levitate                   DV: F-2
Physical Barrier           DV: F-1
Physical Mask              DV: F-1
Stunbolt                   DV: F-3

== Powers ==
Astral Perception
Heightened Concern
Improved Ability (skill) (Automatics) Rating: 1
Improved Physical Attribute (AGI) Rating: 1
Improved Physical Attribute (REA) Rating: 1
Improved Reflexes 3

== Lifestyles ==
abandoned building (Squatter)  1 months

== Armor ==
Armor Jacket                        12

== Weapons ==
Cavalier Evanator
   +Folding Stock
   +Laser Sight
   Pool: 13       Accuracy: 6     DV: 6P       AP: -     RC: 3
Unarmed Attack
   Pool: 5        Accuracy: 5     DV: 1S       AP: -     RC: 2

== Commlink ==
Common Denominator Element (ATT: 0, SLZ: 0, DP: 2, FWL: 2)

== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Fake SIN (1) Rating 1
Glasses Rating 1
   +Image Link

Combat Mage - Spells

== Info ==
Name: Unnamed Character           Alias: Combat Mage - EAACE
Human                             Movement: 10/20
                                  Composure: 8
Street Cred: 0                    Judge Intentions: 7
Notoriety: 0                      Lift/Carry: 5 (15 kg/10 kg)
Public Awareness: 0               Memory: 10
Karma: 0                          Nuyen: 500
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: Counterspelling

== Attributes ==
BOD: 4                            CHA: 2
AGI: 5                            INT: 5
REA: 5 (8)                        LOG: 4
STR: 1                            WIL: 6
EDG: 2                            MAG: 7

== Derived Attributes ==
Essence: 6                        Initiative:           10 (13) + 4d6
Physical Damage Track: 10         Rigger Init:          13 + 4d6
Stun Damage Track: 11             Astral Init:          10 + 2d6
Physical: 5                       Matrix AR Init:       13 + 4d6
Mental: 7                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 6                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 7

== Active Skills ==
Assensing                         Base: 6  + Karma: 0  = 6   Pool: 11
Con                               Base: 1  + Karma: 0  = 1   Pool: 3
Counterspelling                   Base: 6  + Karma: 0  = 6   Pool: 13
Etiquette                         Base: 2  + Karma: 0  = 2   Pool: 4
Leadership                        Base: 2  + Karma: 0  = 2   Pool: 4
Locksmith                         Base: 1  + Karma: 0  = 1   Pool: 6
Negotiation                       Base: 2  + Karma: 0  = 2   Pool: 4
Perception                        Base: 6  + Karma: 0  = 6   Pool: 11
Sneaking                          Base: 6  + Karma: 0  = 6   Pool: 11
Spellcasting                      Base: 6  + Karma: 0  = 6   Pool: 13
Summoning                         Base: 6  + Karma: 0  = 6   Pool: 13

== Knowledge Skills ==

== Contacts ==
Fixer (Fixer) (CON: 5, LOY: 1)

== Qualities ==
Consummate Professional
Driven
Exceptional Attribute (MAG)
Mystic Adept
Tough and Targeted
Wanted

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
Ball Lightning             DV: F-1
Control Thoughts           DV: F-1
Detect Enemies, Extended   DV: F
Flamethrower               DV: F-3
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase [Attribute] (INT) DV: F-3
Influence                  DV: F-1
Physical Barrier           DV: F-1
Stunbolt                   DV: F-3

== Powers ==
Astral Perception
Combat Sense Rating: 1
Heightened Concern
Improved Reflexes 3
Motion Sense

== Lifestyles ==
old apartment building (Squatter)  1 months

== Armor ==
Armor Jacket                        12

== Weapons ==
Unarmed Attack
   Pool: 4        Accuracy: 5     DV: 1S       AP: -     RC: 2

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Fake SIN Rating 2

These were built with the idea that Heightened Concentration/concern could be used to ignore the penalty of sustaining one spell.  Although the more I read the description I think I might be wrong.  I should probably dump logic as well with these.  Anyway, I wanted to see if anyone has a comments, criticism or suggestions on the characters. 

EDIT: These were built using sum to 10
« Last Edit: <02-09-16/2153:28> by hannibalisfun »

Whiskeyjack

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« Reply #1 on: <02-09-16/2220:39> »
There are things I like and dislike about each.

Arcana 4 is a lot of up-front investment in something that is very rarely useful.

You have pools of, like, 3-4 in Con and Negotiation, which...you're better off just not rolling those, given how those tests work.

I much prefer the spell selection of the first sheet.
Playability > verisimilitude.

El Diablo

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« Reply #2 on: <02-09-16/2223:25> »
Tough and Targeted with Consumate Professional *snort*

For the first build, 'cause I prefer it over the second.

Shouldn't be 2 Edge? I would also lower 1 or 2 of Reaction and add it to Body.

I recommend Forearm guards. They're cheap and it's +1 Armor.

Is my math off?

Astral Perception = 1
Heightened Concern = 0.5
Improved Ability (skill) (Automatics) Rating: 1 = 0.25 due Magician's Way
Improved Physical Attribute (AGI) Rating: 1 = 0.5 due Magician's Way
Improved Physical Attribute (REA) Rating: 1 = 0.5 due Magician's Way
Improved Reflexes 3 = 3.5

Total of 6.25.

I presume you're gonna Teamwork Con and Negotiation, right?
Booyah!

Whiskeyjack

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« Reply #3 on: <02-10-16/0645:11> »
Oh, Imprived Physical Attribute is totally overpriced even with a way discount and ways themselves are also overpriced.

Attribute Boost AGI 2 is going to give you 1-2 more dice than Improved Phys Attribute, easily.
Playability > verisimilitude.

El Diablo

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« Reply #4 on: <02-10-16/0702:22> »
By the way, Heightened Concern works with sustaining a spell. Sustaining a spell is a distraction.

Core, page 299.

Quote
All injury modifiers apply, as do distractions from sustaining spells, poor conditions, and so forth.
Booyah!

hannibalisfun

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« Reply #5 on: <02-10-16/1053:05> »
Arcana 4 is a lot of up-front investment in something that is very rarely useful.

I re-read the initiation rules and I don't know what the hell I was thinking.

You have pools of, like, 3-4 in Con and Negotiation, which...you're better off just not rolling those, given how those tests work.
I presume you're gonna Teamwork Con and Negotiation, right?

On the Con and Negotiation, the Negotiation was just there because i grab the Influence skill group on sheet two.  The Con on sheet two is mostly just habit.

Is there any real benefit on teamwork test worth such a small dice pool?

Tough and Targeted with Consumate Professional *snort*

I was mostly picking flaws that sounded fun but i can see them being kind of BS flaws especially combined together.

Shouldn't be 2 Edge? I would also lower 1 or 2 of Reaction and add it to Body.

Don't humans start at two edge and get on extra special attribute point.  Since I have priority A in Magic, edge is the only place for it to go.

Astral Perception = 1
Heightened Concern = 0.5
Improved Ability (skill) (Automatics) Rating: 1 = 0.25 due Magician's Way
Improved Physical Attribute (AGI) Rating: 1 = 0.5 due Magician's Way
Improved Physical Attribute (REA) Rating: 1 = 0.5 due Magician's Way
Improved Reflexes 3 = 3.5

Total of 6.25.

Is there any reason I cannot use magician's way discount on Astral Perception?  The book I have in front of me only has Improved Reflexes list as an exception.

Oh, Imprived Physical Attribute is totally overpriced even with a way discount and ways themselves are also overpriced.

Attribute Boost AGI 2 is going to give you 1-2 more dice than Improved Phys Attribute, easily.
So, if I dump the ways and Improved Attributes, any suggestions on worthwhile things to spend the karma back on.

El Diablo

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« Reply #6 on: <02-10-16/1112:08> »
Is there any real benefit on teamwork test worth such a small dice pool?

Yeah, you might add 1 or 2 dice for the face.

Quote
For each assistant that scores at least one hit, the relevant limit for the leader’s test increases by one. Additionally, each hit the assistants make adds one die to the leader’s dice pool.


Don't humans start at two edge and get on extra special attribute point.  Since I have priority A in Magic, edge is the only place for it to go.

Right. It's Human (1). My bad.

Astral Perception = 1
Heightened Concern = 0.5
Improved Ability (skill) (Automatics) Rating: 1 = 0.25 due Magician's Way
Improved Physical Attribute (AGI) Rating: 1 = 0.5 due Magician's Way
Improved Physical Attribute (REA) Rating: 1 = 0.5 due Magician's Way
Improved Reflexes 3 = 3.5

Total of 6.25.

Is there any reason I cannot use magician's way discount on Astral Perception?  The book I have in front of me only has Improved Reflexes list as an exception.

None. My mistake was choosing Improved Abilty and not Astral Perception.

Seems I only came here to make myself a fool. My apologies.
Booyah!

Whiskeyjack

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« Reply #7 on: <02-10-16/1324:54> »
Well for a MysAd, astral perception is easier to slot in to a qi focus, then you have that PP for other stuff.

As to what that other stuff is: more combat sense!  ;D and that karma could go really well towards ranks of Heightened Concentration (sustaining multiple debuffs is awesome), or something like Jack of All Trades, or Witness My Hate.
Playability > verisimilitude.

Pap Renvela

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« Reply #8 on: <02-11-16/2154:25> »
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.





Whiskeyjack

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« Reply #9 on: <02-12-16/0811:56> »
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.
I don't subscribe to that interpretation.
Playability > verisimilitude.

Hobbes

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« Reply #10 on: <02-12-16/0830:55> »
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.
I don't subscribe to that interpretation.

Also, what magician Metamagics are so important?  Adepts can get masking, and after that I can't think of anything that is better than +1 power point.  At least so much better its worth spending an additional 20 Karma.

Whiskeyjack

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« Reply #11 on: <02-12-16/0834:26> »
@whiskeyjack...Ways are over priced.
BUT, the only way for a MysAd to get magician metamagics instead of just adept metamagics is to take the Magician's Way.
I don't subscribe to that interpretation.

Also, what magician Metamagics are so important?  Adepts can get masking, and after that I can't think of anything that is better than +1 power point.  At least so much better its worth spending an additional 20 Karma.
The only one that comes to mind is Spell Shaping.
Playability > verisimilitude.

Hobbes

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« Reply #12 on: <02-12-16/0844:13> »
Analyze device spell for more cheap dice boosts.  Possibly as an Alchemist prep.   

Heightened Concern works well for Alchemy checks btw.  Sustain an increase drain stat spell, use HC to negate the sustain penalty, make preps with around 15 dice to resist drain.

I'd get Body to 5 and go with Agility Boost at least 2, especially on the Exceptional Magic build.  Also if you can get an increase Intuition spell or prep going you can very easily drop the Improved Reflexes for Adrenaline Boost and Cram. 

Psyche, Psyche, Psyche.

Whiskeyjack

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« Reply #13 on: <02-12-16/0915:16> »
Jesus I just noticed the Fake SIN ratings in the original post.

2 is not safe. 1 is really inadequate. Find a way to put together enough money for a rating 4.
Playability > verisimilitude.

hannibalisfun

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« Reply #14 on: <02-13-16/0141:24> »
Jesus I just noticed the Fake SIN ratings in the original post.

2 is not safe. 1 is really inadequate. Find a way to put together enough money for a rating 4.

Yeah, I was originally going to incorporate it into my backstory but i don't think my GM is going to do enough to punish me for having a shitty SIN.  So, i fixed it in my current version of the character. 

I decide to go with the Automatics Mage.  I still can not decide if Heightened Concern is worth having but anyway here is the update character.

== Info ==
Name: James                       Alias: GunMage - EBABE - V4
Human                             Movement: 8/16
                                  Composure: 7
Street Cred: 0                    Judge Intentions: 8
Notoriety: 0                      Lift/Carry: 5 (15 kg/10 kg)
Public Awareness: 0               Memory: 7
Karma: 0                          Nuyen: 20
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: A(4) - Magician or Technomancer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Counterspelling

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

== Derived Attributes ==
Essence: 6                        Initiative:           9 (12) + 4d6
Physical Damage Track: 10         Rigger Init:          12 + 4d6
Stun Damage Track: 11             Astral Init:          12 + 2d6
Physical: 4                       Matrix AR Init:       12 + 4d6
Mental: 5                         Matrix VR Cold Init:  6 + DP + 3d6
Social: 5                         Matrix VR Hot Init:   6 + DP + 4d6
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 5

== Active Skills ==
Assensing                         Base: 6  + Karma: 0  = 6   Pool: 12
Automatics                        Base: 6  + Karma: 0  = 6   Pool: 11
Con                               Base: 6  + Karma: 0  = 6   Pool: 8
Counterspelling                   Base: 6  + Karma: 0  = 6   Pool: 12
Disguise                          Base: 5  + Karma: 0  = 5   Pool: 11
Locksmith                         Base: 4  + Karma: 0  = 4   Pool: 8
Palming                           Base: 5  + Karma: 0  = 5   Pool: 9
Perception                        Base: 6  + Karma: 0  = 6   Pool: 12
Sneaking                          Base: 5  + Karma: 0  = 5   Pool: 9
Spellcasting                      Base: 6  + Karma: 0  = 6   Pool: 12
Summoning                         Base: 6  + Karma: 0  = 6   Pool: 12

== Knowledge Skills ==
Magical Theory                    Base: 6  + Karma: 0  = 6   Pool: 8
Sioux                             Base: 4  + Karma: 0  = 4   Pool: 10
Small Unit Tactics                Base: 6  + Karma: 0  = 6   Pool: 12

== Contacts ==
Fixer (Fixer) (CON: 5, LOY: 1)

== Qualities ==
Consummate Professional
Focused Concentration (Rating 4)
Mystic Adept
Superhuman Psychosis
Tough and Targeted
Wanted (1)

== Spells ==
(Tradition: Sioux, Resist Drain with WIL + INT (11))
Analyze Device             DV: F-3
Ball Lightning             DV: F-1
Detect Enemies, Extended   DV: F
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Influence                  DV: F-1
Levitate                   DV: F-2
Physical Barrier           DV: F-1
Physical Mask              DV: F-1
Stunbolt                   DV: F-3

== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 2
Heightened Concern
Improved Ability (skill) (Automatics) Rating: 1
Improved Reflexes 3

== Lifestyles ==
abandoned building (Squatter)  1 months

== Armor ==
Armor Jacket                        12
Ballistic Mask                      2
Forearm Guards                      1

== Weapons ==
Remington Suppressor
   +Concealable Holster
   +Sound Suppressor
   Pool: 11       Accuracy: 6     DV: 7P       AP: -1    RC: 2
Unarmed Attack
   Pool: 3        Accuracy: 4     DV: 1S       AP: -     RC: 2

== Commlink ==
Common Denominator Element (ATT: 0, SLZ: 0, DP: 2, FWL: 2)
   +Encryption

== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Earbuds Rating 1
   +Sound Link
Fake SIN (Michael M. Marion) Rating 4
Glasses Rating 1
   +Image Link


EDIT: I am also debating if I should swap out locksmith for binding.
« Last Edit: <02-13-16/0255:15> by hannibalisfun »