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Advice for future progression of a character?

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dluxcru

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« on: <04-26-16/0339:15> »
== Info ==
Name: Hikari                      Alias: HIkari
Elf, Female                       Movement: 8/16
5'7", 150                         Composure: 13
Street Cred: 0                    Judge Intentions: 13
Notoriety: 0                      Lift/Carry: 4 (15 kg/10 kg)
Public Awareness: 0               Memory: 7
Karma: 0                          Nuyen: 0
Age: 17                           Skin: Blue
Eyes: Blue                        Hair: Bioluminescent Blue

== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: B - 20 Attributes
Special: A - Magician or Technomancer
Skills: D - 22 Skills/0 Skill Groups
Resources: E - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Summoning

== Attributes ==
BOD: 3                            CHA: 8
AGI: 4                            INT: 5
REA: 3                            LOG: 2
STR: 1                            WIL: 5
EDG: 4                            MAG: 6

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

== Active Skills ==
Assensing                         Base: 3  + Karma: 0  = 3   Pool: 8
Automatics (Machine Pistols)      Base: 6  + Karma: 0  = 6   Pool: 10 (12)
Counterspelling                   Base: 3  + Karma: 0  = 3   Pool: 9
Perception                        Base: 3  + Karma: 0  = 3   Pool: 8
Sneaking (Urban)                  Base: 3  + Karma: 0  = 3   Pool: 7 (9)
Spellcasting                      Base: 6  + Karma: 0  = 6   Pool: 12
Summoning                         Base: 5  + Karma: 0  = 5   Pool: 11

== Knowledge Skills ==
English                           Base: 2  + Karma: 0  = 2   Pool: 7
Japanese                          Base: 2  + Karma: 0  = 2   Pool: 7
Magical Theory                    Base: 3  + Karma: 0  = 3   Pool: 5
Music                             Base: 2  + Karma: 0  = 2   Pool: 7
Sperethiel                        Base: 2  + Karma: 0  = 2   Pool: 7
Spirits (Water)                   Base: 2  + Karma: 0  = 2   Pool: 4 (6)

== Contacts ==
Jackie Talon (Fence), Seattle (CON: 3, LOY: 3)
Kyra Ayadores (Talismonger), Seattle (CON: 6, LOY: 6)
Melvin Zorgo (Armorer), Seattle (CON: 1, LOY: 2)
Nick Duron (Beat Cop), Seattle (CON: 2, LOY: 2)

== Qualities ==
Amnesia (Surface Loss)
Bioluminescence
Biosonar
Changeling (Class III SURGE)
Day Job (10 hrs)
Distinctive Style
Electroception (Electrosense)
Gills (Full)
Glamour
Impaired Attribute (STR)
Low-Light Vision
Magician
Mentor Spirit (Sea)
Nocturnal
Records on File (EVO)
Records on File (MCT)
Reduced Sense (Smell)
Scent Glands
Spirit Bane (Fire)
Striking Skin Pigmentation
Thermographic Vision (SURGE)
Too Pretty To Hit
Unusual Hair

== Spells ==
(Tradition: Storm of The Waters, Resist Drain with WIL + CHA (13))
Ball Lightning             DV: F-1
Combat Sense               DV: F
Firewater                  DV: F-2
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase Reflexes          DV: F
Levitate                   DV: F-2
Lightning Bolt             DV: F-3
Mind Probe                 DV: F
Mob Mind                   DV: F+1
Stunbolt                   DV: F-3

== Lifestyles ==
Abandoned Warehouse (Squatter)  1 months

== Armor ==
Chameleon Suit                      9
   +Fire Resistance 3
   +Insulation 3
   +Nonconductivity 3
   +Shock Frills

== Weapons ==
Grapple Gun
   Pool: 0        Accuracy: 3     DV: 7S       AP: -2    RC: 2
Shock Gloves
   Pool: 3        Accuracy: 3     DV: 8S(e)    AP: -5    RC: 2
Steyr TMP
   +Chameleon Coating (Pistol)
   +Concealed Quick-Draw Holster
   +Gas-Vent 3 System
   +Smartgun System, External
   Pool: 10 (12)  Accuracy: 6     DV: 7P       AP: -     RC: 5
Unarmed Attack
   Pool: 3        Accuracy: 3     DV: 1S       AP: -     RC: 2

== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Certified Credstick, Silver
Fake SIN (Zayda Attores) Rating 3
   +Fake License (Mage License) Rating 3
   +Fake License (Restricted Armor License) Rating 3
   +Fake License (Automatic Weapons License) Rating 3
Grapple Gun
Musical Instrument (Good)
Scissors (Good)
Survival Kit

== Description ==
Hikari is a vicim of SURGE, but honestly doesn't seem to have suffered much from the condition: other than being nocturnal, and from some unusual hair. Her hair, in addition to a bioluminescent glow. grows exceptionally fast; at shoulder length, when she goes to bed, she's likely to find it at waist length the next morning. It's no wonder she always carrys a pair of scissors.

She stands out in a crowd thanks to the distinctive style provided by her glamour, blue skin, and bioluminescent blue hair. She prefers it short, but will keep it in a ponytail or bun when that's not an option. Typically, she tells people that her SURGE effects are bioware, as many of them could be explained by that. She only reveals the truth on the subject when she trusts someone quite a bit.

Hikari's armor is a chameleon suit. This choice is partially inspired by her desire to remain unnoticed once in a while, as is her magical mastery of invisibility.The suit has a hood that covers her face when pulled up. (much like a Morphsuit). When she's not sneaking, it has a mode that allows it to look like a normal sweatshirt and jeans, though a close inspection might reveal it's true nature.

While Hikari has mastered a variety of magic and is quite powerful, she doesn't hesistate to use some bullets. Her skills with a machine pistol (or other automatic weapons) should not be underestimated.

== Background ==
===History===
Hikari's first memories are of arriving at a school on a remote island in Japan. She doesn't know how she go there, just that she did, and that her SURGE had taken place before she came. She was raised there every day of her life since she was five, and she's never known anything else.

That school, she found out, was run by Evo, and it took children from Japan who were ostracized from society due to their differences: in the case of Hikari and many others, SURGE. In return for running the school, it became their recruiting grounds, and many graduates with promise received jobs within the corporation.

Hikari became freinds with Kyra, a fellow student and daughter of some of the faculty at the school. In many way's Kyra's parents raised her as their own.

Hikari's primary studies at the school were magical, especially combat and manipulation magic. While many of her classmates followed hermetic traditions, her mentor spirit guided her to a lesser known tradition know as the Storm of the Waters. Her tradition gives her a natural connection to water spirits and magic. Hikari's classes also gave her a solid background in magical theory and traditions, and a knowledge of the astral plane. What time she didn't spend on magic, she spent learning English, Speretheil, and learning to play her flute. The school also offered an extra-curricular weapons program, and it was there that HIkari learned to use automatic weapons.

When she was seventeen, her world changed. She, Kyra, and some of their freinds had taken a boat fishing for the day. When they returned to the school, they found it in smoking ruins, and most of their classmates shot to death, burned alive, or crushed under the rubble. Kyra's parents were among them. They witnessed a team of shadowrunners escape the blaze in a boat of their own, leaving them to wonder who was responsible - in truth, a rival corp who didn't want Evo to have so many potential employees with unusual talents.

Hikari, Kyra, and the others salvaged whatever they could find before they set off for the mainland, fearing the possible return of the runners. Deciding it was best to leave Japan and get as far away as possilble, they worked on a ship in exchange for passage to Seattle.

For the next six months, Hikari and Kyra worked together to help Kyra get started as a talismonger to provide a source of income and get them off the street. Kyra proved adept at the buisness side of talismongering and built up a sizeable and reputable buisness with impressive speed (not without making a few enemies in the process.)

With Kyra set up, Hikari couldn't help feeling that she needed to find both her parents and those who demolished the only home she knew, Hikari turned to the one place that might have the answers - the shadows. While new to running, her impressive magical talents and skill with a machine pistol have served her well thus far.
===Personality====

Hikari is typically gentle and compassionate, carrying herself with a certain regal poise only an elf could manage. She cares mostly for two things - others around her, and the enviornment, especially acquatic envoirnments. It is this concern that fuels her wrath when the innocent are oppressed and endangered,

[introverted or extroverted?]

== Concept ==
Hikari was intended as something of a elven sea mage - her selection of SURGE qualities and charecter traits is intended to reflect that.
Mentor Spirit - Rain
Rain is generous, and gives life freely to all.

Storm of The Waters Traditon:
Every living thing depends on water - from water comes life, and mana is tied to life. Those who follow this tradition experience magic through a connection to waters of the world around them. They have a strong connection to water spirits, sea creatures, and water-related magic and mentor spirits.

Like water, at times these masters of water are calm and placid, almost supernaturally so. At other times, their personalities grow more turbulent, as far as the point that they strike with a wild fury unlike anything but a hurricane. These changes can be gradual, or sudden shifts, much like the weather at sea. Because of the value they place on life and purity, those who follow the Storm of the Sea are often angered by abuse of the innocent and pollution of nature (especially water).

The magical practices of the Storm of the Waters are somewhat eclectic in their orgins, though not as eclectic as chaos magic. In some senses, the tradition certainly branched from shamanic traditions- many who follow this tradition call themselves sea shaman. This aspect of the tradition is mostly reflected through their respect of spirits and nature. It is very rare for a sea shaman to bind or banish a spirit - the first is practically forbidden unless the spirit is willing, and the second considered a last resort for destructive spirits that endanger life. Their choice of reagents also reflects shamanism, and shells, clams, pearls, coral, bits of sea creatures, acquatic plants, shipwreck finds and sea rocks all work well for them.

Different types of spirit are considered to have different signifigance to sea shaman. Spirits of water are the mightiest and fight alongside the mages. Spirits of air are regarded as good at searching and detection, and spirits of earth are powerful healers. The spirits of animals are considered good at camoflage, and the spirits of man are good at manipulation. All together are critical to the sea, and it is not whole without all of them.

Spirits of fire hold special signifigance, in that they are forces of chaos on and destruction. Sea shaman don't like to summon fire spirits (and cannot unless they have learned a special ritual to do so.) They often refuse to learn fire spells, with the exception of Firewater, which represents the duality and balence of nature to them - even chaos has it's place. Lightning and electricty are still popular, as well as Shape Water and Ice-based spells.

Their means of casting spells, however, is somewhat distinct from the average shaman. They often use muttered incantations, hand guestures (which in some cases could double as physical strikes), and occasionally musical instruments. All of these actions are commonly used as forms of centering in their tradition.

At least a few sea shaman are known to work for the Atlantean Foundation, and others are rumored to work for the Sea Dragon.

== Notes ==
[====GM ONLY PAST THIS POINT====]
The following section explain's Hikari's past before her amnesia. If you want to save some surprises for yourself, here's what you need to know should you want to give Hikari a chance to find out something about her parents during the campaign:
=She was born to a pair of elven mages at MTC.
=Records list her as persumed missing or deceased.
=Potential causes of death include burns from a fire spirit or SURGE. Results of the SURGE are redacted.
=Records mention magical potential, fascination with water.
Upon meeting her parents, Hikari may have the option of gaining the Trust Fund quality.

Hikari was born to a pair of elven mages who worked for Mitsuhama. She had a happy childhood until a fateful day when she was playing with a freind on the beach,


This is the near finalized charecter I'm planning to play as I begin my first Shadowrun games this summer. After getting a lot of feedback from you guys in a previous topic I got her to the point where she is mostly balenced out - but I'm thinking that, while I have a good start, I'm not sure which direction to take her after I get started playing. Honestly, it's a problem of to many options and not enough experience to pick between them.

So what I want to hear from more experienced players - what direction do you think you would take Hikari after you started playing? I want to know not just what you'd choose, but why, and what order you'd pick them in.

I know there are some directions I want to take things, and some things I'm struggling with choosing on:
  • Foci
  •       
    • Which foci would be the best investments for Hikari? I'm thinking a sustaining focus would benefit her.
    • What order would you suggest getting them in?
       
  • Metamagics - thinking these would be my first choices for metamagics, but the questions are how soon, in what order?
  •       
    • Channeling
    • Centering
    • Quickening/Anchoring
    • Ally Spirit (kind of a must, curious how serious the karma investment is and how soon it should be made in typical charecter progression
    • Sheilding & Absorbtion
       
  • Future Spells - (pretty wide open here.)
  • Bioware (after some serious initiation, spend a point of essence on bioware?)
  •       
    • Sleep Regulator
    • Pain Editor
    • Something to boost initive?
    • And other options?
       
  • More Positive Qualities - have some space here, could acquire more in-game.
  •       
    • Focused Concentration?
    • Speed Reading?
    • Photographic Memory?
       
  • Base Stat and Skill investments - might like to boost strength, gymnastics, stealth
 

Whiskeyjack

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« Reply #1 on: <04-26-16/0831:26> »
Picking up some Focused Concentration is a good idea. Followed by a sustaining focus. You have 2 buffs you always want up. He combat focus means you'll probably not need to sustain debuffs. 

Honestly I think you have too many combat spells. You're only going to be using one at a time. Higher drain from Ball Lightning is always worth the risk compared to Lightning Bolt which can be dodged as easily as a gunshot.

A rating 4 power focus is also a good place to start. Make sure you know the person who made it so they can later upgrade it.

Spell-wise you might look into Trid Phantasm, Deflection, Chaotic World, Hot Potato/Opium Den

Metamagic wise, IMO the best options are Spell Shaping and Masking to start.

I probably wouldn't bother with bioware on this character. Don't be super obvious (well...that's hard to do when you have so many combat spells...so yeah you're going to get shot). Use of Too Pretty to Hit should mostly sustain you in combat so long as you can get a high initiative.

You're wasting a lot of that CHA without any Binding or Con.
Playability > verisimilitude.

silentninjadesu

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« Reply #2 on: <04-26-16/1004:40> »
I like your custom tradition. :)

Before deciding what you want to spend karma on you should just play a while and see what you like doing and what you wish you could do and then spend karma there.

If it were me I would buy a health sustaining foci first and increase some skills. You honestly have a ton of spells, I would buy those as needed, like if you need something special for a run. And I would not do bioware. It's generally not worth the karma. You might also want to consider getting some psyche, it reduces drain penalties and is very useful. And don't forget to build a lodge.

Getting an ally spirit will be very very hard for this character. First you need to initiate, which means you will need the arcana skill. Just one point will be enough with your high intuition, assuming someone else makes the formula for you. Then you need to buy the ritual and you will need to buy up your ritual magic and binding skill, which you have none of. You will need to get this fairly high, or make some npc friends, as ritual magic and binding is *hard*. And you will need to actually spend the karma on the spirit.

So you will be looking at 15 karma for initiation plus arcana and then 40 karma for 4 ranks in ritual magic and binding and then 5 karma for the ritual and 32 karma for a very bare-bones force 4 ally spirit. And even with that you might have a hard time making the ritual and binding work the first time as you will be rolling 10 dice vs the spirits 8. So we're talking at a minimum of 92 karma, over a month in game time, a lot of nuyen, and risking death, all to get a very basic force 4 ally spirit and 4 ranks in a skill you can't use otherwise.

If you're really wanting an ally spirit or bust then I strongly suggest you completely reworking this character to include 6 ranks in ritual magic and binding at character gen, plus some ritual spells to make ritual magic worthwhile. I am working toward an ally spirit myself and I had to design the character around that goal extensively.

Honestly, I think what you have is good. Just play with her for a while! Have fun with the game and get used to the system so you can know how to build character you like on your own. If you decide you just must have an ally spirit make a new character built around that concept!
« Last Edit: <04-26-16/1129:54> by silentninjadesu »

dluxcru

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« Reply #3 on: <04-26-16/1359:29> »
 I do have an NPC who could help a lot with the ally spirit. HIkari's Talismonger, Kyra,  is actually her best friend since childhood and basically her big sister, so it's quite likely that she would be willing to help Hikari with the ritual - and rituals, alchemy, and artifacing are her specialties. (I kind of designed them to complement each other for a reason. ;))  I'm also going to have to figure out how to do a not-evil inhabited flesh-form ally spirit for Kyra - that will be an interesting adventure when I get around to it. With the ally spirit for Hikari, the major focus is on the concealment and mind link - both would be something I see as assets for an entire Shadowrunner team.

If you wanted to put more points in binding/ritual spellcasting, what would you recommend taking it out of? I admit that I could consider saving up that much Karma even it takes a while.

Any further opinions on metamagics?

I guess I'm curious as to why bioware is not a good option for this charecter. A sleep regulator, in paticular, isn't externally obvious and offers some huge advantages to someone who would otherwise be nocturnal. Pain editors, synaptic boosters, and platelet factories would seem beneficial to me, and I wouldn't rule out implanting a machine pistol, either, though I clearly can't have all of these things in a single point of essence. (EDIT: Their code should really be upgraded to trim newline characters on the a post here!)

silentninjadesu

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« Reply #4 on: <04-26-16/1436:07> »
Any sort of ware tends to be a bad investment for a magician, because it lowers their magic and buying your magic back from 5 to 6 takes 6 weeks and 30 karma. A huge expense, particularly since you want to do so many things.

 You might want to reread the rules ally spirits can be manifestion, inhabitation or posession.

I suppose the way to get some more ritual and binding dice while being the least invasive to your character concept would be too make metatype D, attributes C and skills B, and bring down edge, logic, reaction and agility. And then you would have plenty more skill points to play with. If you are going this route you should switch some spells for some rituals. Your combat spells plus pistols skills are pretty redudant.

Metamagics: quickening is a bad choice, your quickened spell will be easily dismissed and make you a target, and is just a karma drain on a karma hungry character.

Channeling can be very fun, but is not well suited for your build. It's main strength is that it buffs your physical qualities, but with your already low physical attributes and skills it just won't be that imppressive.

Shielding is a good idea.

Centering is, imo, a must have for every magician.

If you are dead set on an ally spirit you will need invocation. This let's you use ritual magic to empower a bound spirit. So I would recommend getting greater ritual spellcasting to make ritual magic easier.

You have a lot of area spells, spell shaping can make that much easier.

If might want to consider flexible signature or masking to help you be sneakier.

Honestly, I think you are trying to do way too much. You should strongly consider dropping the pistol skill. It's redudant with all of your combat spells.

Edited to add: Your ally spirit can't get mindlink. You can only give ally spirits powers that your other spirits can have.
« Last Edit: <04-26-16/1444:31> by silentninjadesu »

silentninjadesu

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« Reply #5 on: <04-26-16/1439:14> »
But really, all of this advice means nothing. The best way to learn to build a charater is to play and learn what you like. Don't sweat it making your first charater perfect out the gate.

Whiskeyjack

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« Reply #6 on: <04-26-16/1509:24> »
I'd drop a combat spell or two before dropping the gun. Nothing gets you focus fired faster than flinging napalm and sometimes it's just better to lay down suppressive fire or use a less obvious area debuff.

Bioware is bad because it hurts your casting for little actual benefit.
Playability > verisimilitude.

Coyote

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« Reply #7 on: <04-26-16/1546:37> »
Bioware is bad because it hurts your casting for little actual benefit.

Some bioware can be quite good, but you have to build the character for it. A Logic-based tradition can benefit from Cerebral Booster, and all mages can benefit from Narco/Nephritic if you're willing to go with a drug-using mage. The question is whether you're going to benefit enough to make up for losing a die in all Magic-based checks, and the answer is "probably, if you build for it specifically, but probably not if you just grab some 'neat' bioware".

I have a drug-using Narco mage, with one Increase Attribute spell (Logic) and Psyche/Novacoke, plus the So Jacked Up quality, she's running with +10 to mental stats and +2 to Reaction with relatively easy Addiction tests. And you do need the Detox spell for when Novacoke (or some other drugs) wears off. So it's looking like well worth the drop of a point in Magic. But, as I said, it's only if you build for it, allocate the nuyen for the bioware, and more nuyen for the pharma-grade drugs, and keep track of your usage.

Tecumseh

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« Reply #8 on: <04-26-16/1639:12> »
See this thread for a discussion of metamagics and the best order to take them:

http://forums.shadowruntabletop.com/index.php?topic=22391.msg408757#msg408757

Quickening can be awesome, but it is highly dependent on how likely your GM is to pop your spells that eat your karma. If you get the green light, 2 karma for Arcana + 13 karma for the initiation + 2 karma to quicken spells = 17 karma to have Increase Reflexes and Combat Sense on all the time, which is quite the bargain compared to what Focused Concentration or sustaining foci will cost you.

dluxcru

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« Reply #9 on: <04-26-16/1747:40> »
I'd drop a combat spell or two before dropping the gun. Nothing gets you focus fired faster than flinging napalm and sometimes it's just better to lay down suppressive fire or use a less obvious area debuff.

Bioware is bad because it hurts your casting for little actual benefit.

I agree with Whiskeyjack on the machine pistols skill - in places with lots of background count or circumstances where "geek the mage first" is in play, using a gun and not just  relying  your magical abilities is a huge plus - learning Increase Aim is something to consider for these situations as well.  Reminds me of a quote from somewhere in the Shadowrun universe that  read something like "A good mage knows how to blast something with magic. A better one knows when to use a SMG instead." (( should also note that my character will likely want to learn Shape Water as well at some point, because it fits her so well. Deflection is also one that's in consideration.)

At this point, I'm thinking I will focus on Centering and Focused Concentration as some of my first goals. I'm less sure of my foci choices - a Power Focus is an obvious good choice. Sustaining foci are good, but (without looking back at the rule book to be certain), I believe they were aspected to one of the five spell categories - I have a spell in each category worth sustaining, so that makes it a little difficult to choose which. (In particular, Combat Sense, Increase Reflexes, and Improved Invisibility are things that I would expect to be maintaining for long periods of time. Levitate and Mob Mind would be things that I might sustain sometimes, but not for long enough to consider drain a major issue.)

As long as we're talking Drain, how addictive is Psyche? It's the only one I considered before besides Long Haul as something she might use, but the difficulty of breaking the habit is something I'd be concerned about. (Simulated dice rolls on Addiction tests would be helpful to illustrate this.)
Someone also claimed that Lightning Bolt is as easy to dodge as a gun shot - I'd appreciate an illustration on this one, comparing rolls on a burst shot from my gun, Lightning Bolt, and Ball Lightning. If the difference is drastic enough I'd consider replacing Lightning with the limited version of Ball Lightning.

One other question that comes up is if the Concealment Spirit power is any good at concealing your astral signature from others with Astral Perception - I imagine the answer to that is no. In that case, Extended Masking looks very worthwhile. Would be good to know the answer on that subject.

I think Shielding, Spell Shaping, Invocation, and Channeling are still on the long term table - depending on how long she lives and such things. I'll have to discuss with the GM his likelihood to pop spells.
 

Whiskeyjack

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« Reply #10 on: <04-26-16/2146:53> »
Mechanically speaking, single target indirect spells are literally guns that bite you for shooting them, except you roll MAG + Spellcasting instead of AGI + [gun skill] to "shoot" them. And as in - they get a straight defense test roll with no penalty to dodge your bolt, and a single net sux means they succeed, but you still get to eat drain.

Ball Lightning is good because barring use of the anti-grenade dodging interrupt, they cannot get out of the affected area (and may not even be able to then, if it's big enough."
Playability > verisimilitude.

dluxcru

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« Reply #11 on: <04-27-16/0302:11> »
Mechanically speaking, single target indirect spells are literally guns that bite you for shooting them, except you roll MAG + Spellcasting instead of AGI + [gun skill] to "shoot" them. And as in - they get a straight defense test roll with no penalty to dodge your bolt, and a single net sux means they succeed, but you still get to eat drain.

Ball Lightning is good because barring use of the anti-grenade dodging interrupt, they cannot get out of the affected area (and may not even be able to then, if it's big enough."
I'm starting to see why some of the combat spells, while still used, are not quite so popular. Some of the mechanics are things you will not understand until you truly start to play the game.

On the subject of Foci, which spell discipline would one recommend a Sustaining Focus for?

Whiskeyjack

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« Reply #12 on: <04-27-16/0931:14> »
Health is the #1 then probably Illusion or Manipulation depending what your specialty is. Health is where most of your buffs live, including Increase Reflexes, so that makes sense. Illusion and Manipulation both have awesome debuffs and utility spells.
Playability > verisimilitude.

dluxcru

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« Reply #13 on: <04-29-16/0216:52> »
Does anyone have any input on the long-term implications of using Psyche? Mostly I want to have some idea of how hard it is to break the addiction once it starts, so sample rolls for that (and Long Haul) would be good.

silentninjadesu

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« Reply #14 on: <04-29-16/0818:41> »
Psyche has an addiction rating of 2 and long haul has an addiction rating of one, and you use logic plus will power to resistce addiction for them. So at worst you are rolling 7 dice and need 2 hits. Doable, but sometimes you won't make it, but then you can use edge. There are also 3 levels of addiction before you risk any real negative consequence for failing these rolls considering how easy these drugs are to get. The first level only takes 8 karma to buy off.

Depending on how often you take these drugs you may not have to make rolls at all. Psyche has an addiction rating of 6, which means you have to make the addiction test 5 weeks after you take psyche, (11-6) and the addiction rating goes down by each week you don't take the drug but resets each time you take the drug in that 5 week period. So if you only take psyche once every 5 weeks you will never have to make the test. (Or you could take it 3 weeks in a row and then take 2 weeks off and be fine too. Long haul is even less likely to addict you, so I wouldn't worry about.

If you get a lot of foci you are much more likely to get a foci addiction, as the addiction rating is equal to the total force of active foci and the threshold is 2. If you get a lot of foci you could be making the test every week.