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Help me finish my Mystic Assassin Death Horse (Death's Shadow) (Centaur)

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GunDrake

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« on: <02-22-16/0058:24> »
I have built this character with the sum to 12 and prime runner rules. Can you guys help me finish him?

A, Stats
B, Meta
B, Magic, Mystic Adept
B, Skills
E, Resources

Body 5
Agility 6
Reaction 4
Strength 5
Willpower 4
Logic 4
Intuition 4
Charisma 4
Edge 2
Magic 6

Qualities
Low-light Vision
Thermographic Vision
Magic Sense
Poor Self-Control Vindictive
Code of Honor Assassins Creed
Distinctive Style Mystic Assassin Death Horse
Mentor Spirit
Code of Honor Shamans Code
Focused Concentration Level 3

Skills
Perception 2
Sorcery Illusion 6
Counterspell 4
Ritual Spellcasting 2
Summoning Air Spirit 5
Binding 4
Banishing 3
Astral Combat 3
Assensing 3
Sneaking 4
Running 2
Heavy Weapons 4
Close Combat Group 5

Knowledge

English N
Navajo 4
Magic Theory 4
Spirits (Casper, not Budweiser) 4
Combat Biking 4

Items I bought so far.
Ares Thunderstruck Guass Rifle
3 Power Clips
Shock pad
Laser Sight

Highland Forged Claymore

Sleeping Tiger Armor
Thermal Dampening Rating 4
Fire Resist Rating 5

Transys Avalon comlink with Cold Sim

I have 33 karma  and $46,275 left over.
« Last Edit: <02-22-16/1527:23> by GunDrake »

Pap Renvela

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« Reply #1 on: <02-22-16/0216:41> »
Questions:
What spells did you pick?
what race are you?
what does 'Distinctive Style Mystic Assassin Death Horse' even mean?
Sum to 13?
Is you GM allowing more than 25 positive/negative qualities?
Did you buy power points?
Are you planning on sloting BLTs? (cause cold sim for a non-decker is a waste of money)
How do you have 33 karma  and $46,275 left over?

Observations:
Banishing 3 is, well, useless.
You have 2 Codes of honor- you can only take one.
Stunbolt makes astral combat redundant.
The gauss rifle is above availability 12
The claymore is above availability 12

Glyph

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« Reply #2 on: <02-22-16/0304:18> »
I don't see how you could have Metatype and Magic both at B - your Edge and Magic only make sense for Magic: B and Elf: C.  If you have 33 Karma left to spend, then spending 30 of it to get 6 power points is a no-brainer.  Looks like you have one point too many in Attributes, unless you spent 20 Karma to get one of them from 3 to 4.  Right now, you look spread too thin from trying to play a full-fledged combat adept and cover magical skills.

GunDrake

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« Reply #3 on: <02-22-16/1500:09> »
I made a centaur character. I still on character creation, that's why I still have karma and Nuyen left over. I am using the prime runner rules for extra Karma and cash. And I am told to do sum of ten with 12 points instead of 10. I am sorry that I did not give you guys all the information last night my Internet has a time limit to keep me offline at night. The prime runner rules let me start out with 35 karma and It lets me increase my karma to 75 with negative qualities. I have not picked my adept abilities yet. This is my spell list.

Lightning Bolt
Ball Lightning
Improved Invisibility
Trid Phantasm
Sound Barrier
Hot Potato
Net Bind

gradivus

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« Reply #4 on: <02-22-16/1806:48> »
Your math is off:prime runner starts with 35karma and allows another 35 in negative qualities for 70.

Centaurs have too many problems- like there's  places that they can't fit into and so have to be left behind by the party. And how many centaurs are there were you are gonna run-probably a handful. So everytime a centaur is seen at the scene of a crime-they're bringing you all in. Only a matter of time before some judge gives you a really nice prison sentence- extra long for being a metasapient and double it for be awakened as awakened criminals get the harshest sentences). Even a naga is a better option since it can traverse most places a centaur can't.

If you want the centaur because of the extra body- there's always troll or ork or dwarf.

Even if you are doing sum to 12, ABBBE adds up to 13.

Stunbolt is a needed spell (much better than astral combat) and so is Heal (unless someone else can cast it and even then I'd still take it).

Your WIL is an even number-it should be an odd number especially for any character that does drain.

INT/LOG/CHA are all-whichever is the drain stat needs to be maxed.

Ideally you're not the face and INT+WIL is your drain stats: so WIL 5 INT Maxed. Unless you're a dwarf, then WIL 7 and INT 5.

Gauss rifles are big and illegal-a little hard to get into most places- and by golly you're a spellslinger so you're number one ranged option should be spells. Back up weapon should be shock gloves (not forbidden, do full damage to spirits, are a touch attack, and can be a weapon foci). Unless you'r a troll-then I guess you're going with the claymore. (stun batons of all sizes also work).

BTW-are you making multiple characters for yourself or are you making multiple characters for the party?

If you can finagle it, a power foci 3 would really help out-hefty 18karma to bind  and 48000 nuyen (but dropping the gauss rifle is half the nuyen of that right off.) That's 3 extra dice to any test where Magic is in the formula. I'm almost tempted to say, go higher in resources and go restricted gear and power foci 6 off the bat- you won't need to upgrade that for years.
« Last Edit: <02-22-16/1810:32> by gradivus »
"Speech" Thought >>Matrix<< Astral

GunDrake

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« Reply #5 on: <02-22-16/2043:03> »
Your math is off:prime runner starts with 35karma and allows another 35 in negative qualities for 70.

Centaurs have too many problems- like there's  places that they can't fit into and so have to be left behind by the party. And how many centaurs are there were you are gonna run-probably a handful. So everytime a centaur is seen at the scene of a crime-they're bringing you all in. Only a matter of time before some judge gives you a really nice prison sentence- extra long for being a metasapient and double it for be awakened as awakened criminals get the harshest sentences). Even a naga is a better option since it can traverse most places a centaur can't.

If you want the centaur because of the extra body- there's always troll or ork or dwarf.

Even if you are doing sum to 12, ABBBE adds up to 13.

Stunbolt is a needed spell (much better than astral combat) and so is Heal (unless someone else can cast it and even then I'd still take it).

Your WIL is an even number-it should be an odd number especially for any character that does drain.

INT/LOG/CHA are all-whichever is the drain stat needs to be maxed.

Ideally you're not the face and INT+WIL is your drain stats: so WIL 5 INT Maxed. Unless you're a dwarf, then WIL 7 and INT 5.

Gauss rifles are big and illegal-a little hard to get into most places- and by golly you're a spellslinger so you're number one ranged option should be spells. Back up weapon should be shock gloves (not forbidden, do full damage to spirits, are a touch attack, and can be a weapon foci). Unless you'r a troll-then I guess you're going with the claymore. (stun batons of all sizes also work).

BTW-are you making multiple characters for yourself or are you making multiple characters for the party?

If you can finagle it, a power foci 3 would really help out-hefty 18karma to bind  and 48000 nuyen (but dropping the gauss rifle is half the nuyen of that right off.) That's 3 extra dice to any test where Magic is in the formula. I'm almost tempted to say, go higher in resources and go restricted gear and power foci 6 off the bat- you won't need to upgrade that for years.

I am making a few characters for myself.

Pap Renvela

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« Reply #6 on: <02-22-16/2056:18> »
You cant have 33 Karma
even w/35 karma gained from negative qualities that's 70.

70
-25 Naga
-30 PP
-12 Focused Concentration [3]
-5 Mentor Spirit
-10 Edge 1 to 2 (as you used your 2 special points to go fro, MR4 to 6)

That's -12 Karma
If your not taking PPs that's sill only 18 left.
And if you don't take PPs you might as well be a full magician instead of a mystic adept.