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Spirit Ranger - Dagobah

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FST_Gemstar

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« on: <03-10-16/1939:15> »
Hi folks, working on another concept here, a more MMO style Ranger: someone who focuses on long-range attacks/sniping while having a "pet" engage in melee.  In this instance, it is a Dwarf aspected summoner with an assault rifle specialization. Character has enough Charisma to eventually keep up to five registered sprites for when things get really crazy. So especially if the character has to move in close anyway, channeling would be an option. Or if another runner is already engaged in melee or a bound spirit is engaged in melee, channeling could be a potentially useful option. I am having trouble deciding a few finishing touches.

Initiative issues:
Until the character can channel, It is low for a combat-focused character. I bought some kamikaze for the character, but addiction tests aren't great for this character, even for a dwarf.

Cash-strapped:
Character starts more cash strapped than I would like (no Reagents, magical lodge, vehicle, medkit, etc). If anyone has any ideas of ways to cut enough to get some more basics, that would be great. I don't want debt or want to use Born Rich (low on options I know).

Please let me know if there is anything else that could be improved. (I am definitely willing to drop outdoorsman. I also originally had Attributes A/Meta B and Body of 7, Charisma 4, and Edge of 2. I think this build is better, but I having high Body has its perks.  Also, magical characters aren't my forte so my judgement may definitely be off).

Karma: 10 on Edge, 10 on Nuyen, 21 on positive qualities, -22 on negative qualities: 6 karma remaining.

== Info ==
Name: Unnamed Character           Alias: Dagobah - Dwarf
Dwarf                             Movement: 10/20
                                  Composure: 12
Street Cred: 0                    Judge Intentions: 10
Notoriety: 0                      Lift/Carry: 6 (45 kg/30 kg)
Public Awareness: 0               Memory: 9
Karma: 0                          Nuyen: 135
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: A(4) - Any metatype
Attributes: B(3) - 20 Attributes
Special: D(1) - Adept or Aspected Magician
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill Group: Conjuring

== Attributes ==
BOD: 3                            CHA: 5
AGI: 5                            INT: 5
REA: 4                            LOG: 2
STR: 3                            WIL: 7
EDG: 4                            MAG: 6

== Derived Attributes ==
Essence: 6                        Initiative:           9 + 1d6
Physical Damage Track: 10         Rigger Init:          9 + 1d6
Stun Damage Track: 12             Astral Init:          10 + 2d6
Physical: 5                       Matrix AR Init:       9 + 1d6
Mental: 6                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 8                         Matrix VR Hot Init:   5 + DP + 4d6
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 8
DRAIN: Druid (Willpower + Intuition: 12)

== Active Skills ==
Assensing (Aura Reading)          Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Automatics (Assault Rifles)       Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Binding (Spirits of Air)          Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Disguise                          Base: 2  + Karma: 0  = 2   Pool: 7
Intimidation (Physical)           Base: 1  + Karma: 0  = 1   Pool: 8 (10)
Palming                           Base: 2  + Karma: 0  = 2   Pool: 7
Perception (Visual)               Base: 5  + Karma: 0  = 5   Pool: 10 (12)
Sneaking                          Base: 2  + Karma: 0  = 2   Pool: 7
Summoning (Spirits of Air)        Base: 3  + Karma: 0  = 3   Pool: 9 (11)

== Knowledge Skills ==
Archaeology                       Base: 4  + Karma: 0  = 4   Pool: 6
English                           N                     
Hunting Tactics                   Base: 4  + Karma: 0  = 4   Pool: 9
Parazoology (N. America)          Base: 4  + Karma: 0  = 4   Pool: 9 (11)
Street Drugs                      Base: 1  + Karma: 0  = 1   Pool: 6

== Contacts ==
(Fixer) (CON: 4, LOY: 2)
(Taxi) (CON: 2, LOY: 1)
(Talismonger) (CON: 2, LOY: 1)
(Armorer) (CON: 2, LOY: 1)

== Qualities ==
Aspected Magician
Hawk Eye
Impassive
Jack of All Trades Master of None
Mentor Spirit (Thunderbird)
Outdoorsman
Poor Self Control (Vindictive)
Prejudiced (Specific, Biased) (Toxic Magicians )
Quick Healer
Resistance to Pathogens/Toxins
Spirit Whisperer
Thermographic Vision
Weak Immune System

== Lifestyles ==
Apartment, Downtown (Low)  1 months

== Armor ==
Ares Victory: Globetrotter Jacket   12
   +Liner - Insulation (4)
   +Holster
Armor Clothing ("Formalware")                       6
Ballistic Mask                      2
   +Respirator Rating 6

== Weapons ==
FN HAR
   +Gas-Vent 2 System
   +Gyro Mount
   +Laser Sight
   +Personalized Grip
   Pool: 11 (13)  Accuracy: 7     DV: 10P      AP: -2    RC: 10
Remington Suppressor
   +Concealed Quick-Draw Holster
   +Laser Sight
   +Personalized Grip
   +Sound Suppressor
   Pool: 11       Accuracy: 8     DV: 7P       AP: -1    RC: 2
Survival Knife
   Pool: 4        Accuracy: 5     DV: 5P       AP: -1    RC: 2
Unarmed Attack
   Pool: 4        Accuracy: 5     DV: 3S       AP: -     RC: 2

== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN (Jordan Tyler) Rating 4 [Fake License 4 (Weapon License), Fake License 4 (Summoner License), Fake License 4 (Bounty Hunter's License), Fake License 4 (Driver's License), Fake License 4 (Concealed Carry Permit)]
   +Sim Module
   +Subvocal Mic
   +Micro-Transceiver
   +Fake License (Drug License) Rating 4

== Gear ==
Ammo: Regular Ammo (Assault Rifles) x100
Ammo: Regular Ammo (Machine Pistols) x100
Goggles Rating 2
   +Camera, Micro Rating 1
   +Image Link
Kamikaze x4
Restraint, Metal x4
Stealth Tags x10
Survival Kit


This character did take a lot of Binding, but this may be a character that with Exorcism could be a Banisher instead, though I don't think it is at all necessary.
« Last Edit: <03-10-16/2034:13> by FST_Gemstar »

Hobbes

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« Reply #1 on: <03-10-16/2015:30> »
Initiative issues:
Until the character can channel, It is low for a combat-focused character. I bought some kamikaze for the character, but addiction test isn't great.


Psyche plus Cram puts you at 11 +2d6.  2 actions, slim chance of a third.  Edge 4 will be enough to Blitz at least once a run.  Pharma grade the addiction tests become very manageable.

You really should max out Summoning and whatever your non-willpower drain stat is, and I'd go with Spirit Affinity quality too.

FST_Gemstar

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« Reply #2 on: <03-10-16/2159:09> »
Ooh... Spirit Affinity is a go.

Drain is 12 (Willpower + Int).

Psyche/Cram is usually my go to, but it really would need pharma grade drugs.


It's tough to make a magician in priority that isn't an elf....

Hobbes

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« Reply #3 on: <03-11-16/1020:00> »

Drain is 12 (Willpower + Int).


I should have been clearer.  Lower Will by 1, raise the other Drain stat since it's generally more useful than will.  Still at 12 dice for drain, although, honestly, you really shouldn't be taking drain more than once a run with a summoner.  Call a Spirit first thing at sunup/sundown and take a nap.  If you happen to burn through all those services and don't want to dip into your bound spirits you call another one.  It shouldn't be real common you're summoning multiple spirits in a run.

*shrug*   Will 3 would let you swap Stats and Skills priority and that would be a major boon to this character.  Let you bump up the Stealth group to 5, Max out Summoning and Intimidate, and probably still have a couple points left over.  You could likely drop JoaT then too. 

Then all you need is giant piles of money :  )    No Idea how to fix that and still be a Dwarf.