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Witch Hunter Character

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Krugdork

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« on: <08-12-16/0846:49> »
I've been trying to wrap my head around building and Anit-Mage character, I figure Mystic Adept would fit the bill best given its access to Counter-Spelling and Spell resistance  .
But sadly, I'm no master at building mages but rather set in the mood to play one for this character, so I'm posting to see if anyone has any recommendations for spells/skills and any general thoughts on the idea.

Combat wise I'm still hoping to be able to go Ranged and Melee or one if I'm really point starved, weapon of choice here would be the crossbows (I know, I know. Nothing too impressive but hey, we're going for a witch hunter)
Personality wise I'm thinking sort of like Vergil from the Devil May Cry series, sure of himself, serious most of the time and greedy for power.
Metatype is going to be human, I can't think of anything that fits it better.

Beside this I've not made much progress, so any help would be appreciated :)

Jack_Spade

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« Reply #1 on: <08-12-16/0913:50> »
Spells you want:
Mana Barrier: Highly effective at blocking enemy spells and depending on GM supernatural abilities of critters. Also due to how intersection works you might be able to dispel buffs that the mage has on him - provided you can cast it at a high enough Force

Mana blade: Ignore physical barriers your opponent might have

Improved Reflexes: Why? Because being first is damn important.


Gear you want:
A riot shield equipped with pulse weave and shock weave

Both weapons should be usable with the club skill

Add lightning bolt to your arsenal for additional ranged damage without having to drop a weapon.

BTW: A witch hunter with as much magic as a Mystic Adept has at his disposal is a bit... unbelievable. This concept is very viable with an aspected sorcery mage.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Whiskeyjack

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« Reply #2 on: <08-12-16/1104:24> »
It would be pretty easy to be a MysAd. A crossbow is not really an ideal weapon, for a number of reasons. You probably want a weapon focus, because that makes it easier to shred spirits sent after you than anything else. I'd go with a melee + casting build for maximum utility.

Trying to do melee, shooting, and casting is trying to do too much.

Spell Resistance is a pretty bad power just like Mystic Armor is, FWIW. Consider a gnome for Arcane Arrester, maybe.

BTW: A witch hunter with as much magic as a Mystic Adept has at his disposal is a bit... unbelievable. This concept is very viable with an aspected sorcery mage.
Why do you think so? Certainly a person can be a member of a magical tradition that thinks other magical traditions are dangerous heretics. Take inspiration from Warmachine's Retribution of Scyrah and Protectorate of Menoth. Or, hell, the SR canon Islamic tradition from SG gets into this a little but, and it wouldn't be a stretch for other faiths to have sects with similar interpretations.
Playability > verisimilitude.

Mestoph

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« Reply #3 on: <08-12-16/1124:45> »
  Not optimal aspected mage
== Info ==
Name: Unnamed Character           Alias:
Human                             Movement: 12/24
                                  Composure: 10
Street Cred: 0                    Judge Intentions: 9
Notoriety: 0                      Lift/Carry: 5 (30 kg/20 kg)
Public Awareness: 0               Memory: 8
Karma: 0                          Nuyen: 6000
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: A - 24 Attributes
Special: D - Adept or Aspected Magician
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥
Bonus Skill Group: Sorcery

== Attributes ==
BOD: 3                            CHA: 5
AGI: 6                            INT: 4
REA: 5                            LOG: 3
STR: 2                            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:          8 + 2d6
Physical: 4                       Matrix AR Init:       9 + 1d6
Mental: 5                         Matrix VR Cold Init:  4 + DP + 3d6
Social: 7                         Matrix VR Hot Init:   4 + DP + 4d6
Astral: 7

== Active Skills ==
Archery (Crossbow)                Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Blades (Swords)                   Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Counterspelling                   Base: 6  + Karma: 0  = 6   Pool: 12
Perception (Visual)               Base: 6  + Karma: 0  = 6   Pool: 10 (12)
Spellcasting                      Base: 6  + Karma: 0  = 6   Pool: 12

== Knowledge Skills ==

== Qualities ==
Aspected Magician
Distinctive Style
Prejudiced (Specific, Outspoken) (Heretics)
SINner (National)

== Spells ==
(Tradition: Christian Theurgy, Resist Drain with WIL + CHA (10))
Detect Magic, Extended     DV: F
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase Reflexes          DV: F
Lightning Bolt             DV: F-3
Mana Barrier               DV: F-2

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

3 active skills, 5 group skills point left. -15 negative karma.

Barebasic  mage/supernatural hunter mage with that sweet Christian flavor. Just add amen at the end of your every sentence and fear will strike heretics hearts.


 == Info ==
Name: Unnamed Character           Alias:
Human                             Movement: 12/24
                                  Composure: 7
Street Cred: 0                    Judge Intentions: 7
Notoriety: 0                      Lift/Carry: 6 (45 kg/30 kg)
Public Awareness: 0               Memory: 8
Karma: 0                          Nuyen: 6000
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: 3                            CHA: 2
AGI: 6                            INT: 5
REA: 5 (8)                        LOG: 3
STR: 3                            WIL: 5
EDG: 3                            MAG: 6

== 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: 6                       Matrix AR Init:       13 + 4d6
Mental: 6                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 5                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 6

== Active Skills ==
Assensing                         Base: 2  + Karma: 0  = 2   Pool: 7
Blades (Swords)                   Base: 6  + Karma: 0  = 6   Pool: 13 (15)
Counterspelling                   Base: 6  + Karma: 0  = 6   Pool: 12
Etiquette                         Base: 3  + Karma: 0  = 3   Pool: 5
Gymnastics                        Base: 2  + Karma: 0  = 2   Pool: 8
Perception (Visual)               Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Running                           Base: 2  + Karma: 0  = 2   Pool: 5
Spellcasting (Combat)             Base: 6  + Karma: 0  = 6   Pool: 12 (14)
Summoning                         Base: 6  + Karma: 0  = 6   Pool: 12
Swimming                          Base: 2  + Karma: 0  = 2   Pool: 5

== Knowledge Skills ==

== Qualities ==
Allergy (Uncommon, Moderate)
Mentor Spirit (Dragonslayer)
Mystic Adept

== Spells ==
(Tradition: , Resist Drain with )
Ball Lightning             DV: F-1
Control Thoughts           DV: F-1
Detect Magic, Extended     DV: F
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Mana Barrier               DV: F-2
Manablade                  DV: F-2
Physical Mask              DV: F-1
Stunbolt                   DV: F-3

== Powers ==
Astral Perception
Combat Sense Rating: 1
Danger Sense Rating: 1
Enhanced Accuracy (skill) (Blades)
Improved Ability (skill) (Blades) Rating: 1
Improved Reflexes 3
Rapid Draw

== Weapons ==
Unarmed Attack
   Pool: 5        Accuracy: 6     DV: 3S       AP: -     RC: 2

1 spell point left 5 postive/ - 10 negative karma much more optimized mys adept(i dont play MA because they are a bit too much min-maxy for me)

To be honest id rather play changelling with astral view and bioware/cyberware as mage hunter.

Jack_Spade

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« Reply #4 on: <08-12-16/1325:13> »
@Wiskeyjack

Maybe it's just my strong bias, but for me a witch hunter is the underdog, the mortal that tangles with the strong spellcasters (witches and mages) and has to rely on limited tools (Think Hunter the Reckoning/the Vigil)

If you are yourself a mage with nearly unlimited potential, you aren't so much a witch hunter but someone who eliminates the competition

That and I don't like Mysadepts ;)
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Hobbes

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« Reply #5 on: <08-12-16/2216:07> »
What do you think of when you think of Magic?  Do you think of the man on the Bus next to you that could vaporize dozens of you?  Do you think of Ghouls lurking in the sewers waiting for your children?  Do you think of Spirits that could manifest in your home?  Magic is dangerous.  Its a threat.  It needs to be controlled.  Leashed. 

...

Anyway, when you say Witch Hunter, I think Warhammer and angry guys with funny hats. 


Can take up to another 15 Karma of NQs.  And still has a fair pile of cash to pick up the assorted runner gear he needs.

== Info ==
Human                             Movement: 18/36
                                  Composure: 10
Street Cred: 0                    Judge Intentions: 10
Notoriety: 0                      Lift/Carry: 7 (60 kg/40 kg)
Public Awareness: 0               Memory: 7
Karma: Up to 15                  Nuyen: 27080 left
 

== Priorities ==
Metatype: D,1
Attributes: A,4
Special: E,0
Skills: B,3
Resources: C,2

== Attributes ==
BOD: 3                            CHA: 5
AGI: 6 (9)                        INT: 5
REA: 5 (8)                        LOG: 2
STR: 1 (4)                        WIL: 5
EDG: 5                           

== Derived Attributes ==
Essence: 0.62                     Initiative:           10 (13) + 1d6
Physical Damage Track: 10         Rigger Init:          13 + 1d6
Stun Damage Track: 11             Astral Init:         
Physical: 7                       Matrix AR Init:       13 + 1d6
Mental: 5                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 6                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 6

== Active Skills ==
Archery (Crossbow)                Base: 6  + Karma: 0  = 6   Pool: 15 (17)
Disguise                          Base: 5  + Karma: 0  = 5   Pool: 10
Exotic Melee Weapon               Base: 6  + Karma: 0  = 6   Pool: 15
Gymnastics (Parkour)              Base: 2  + Karma: 0  = 2   Pool: 11 (13)
Hardware ([Hardware Type] Alarms) Base: 2  + Karma: 0  = 2   Pool: 4 (6)
Intimidation (Physical)           Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Palming                           Base: 5  + Karma: 0  = 5   Pool: 14
Perception (Visual)               Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Sneaking                          Base: 5  + Karma: 0  = 5   Pool: 16
Throwing Weapons (Non-Aerodynamic) Base: 2  + Karma: 0  = 2   Pool: 11 (13)

== Knowledge Skills ==
Magical Theory                    Base: 6  + Karma: 0  = 6   Pool: 8
Magical Threats                   Base: 6  + Karma: 0  = 6   Pool: 8
Sperethiel                        Base: 2  + Karma: 0  = 2   Pool: 7

== Qualities ==
Astral Hazing (non-Awakened)
Catlike
Magic Resistance (Rating 3)
Prejudiced (Specific, Outspoken) (Magic)
Up to Another 15 points of Negative Qualities
10 Karma spent on Nuyen

== Lifestyles ==
Low (Low)  1 months

== Cyberware/Bioware ==
Datajack
Muscle Replacement Rating 3
Narco
Reaction Enhancers Rating 3
Smartlink

== Armor ==
Armor Jacket                        12

== Weapons ==
Heavy Crossbow
   Pool: 15       Accuracy: 5     DV: 10P      AP: -3    RC: 3
Monofilament Whip
   Pool: 15       Accuracy: 5     DV: 12P      AP: -8    RC: 3
Unarmed Attack
   Pool: 8        Accuracy: 7     DV: 4S       AP: -     RC: 3

== Vehicles ==
Harley-Davidson Scorpion (Chopper)
   +Metahuman Adjustment
   +Sensor Array Rating 2
 

FST_Gemstar

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« Reply #6 on: <08-20-16/1151:15> »
I'm thematically with Jack_Spade on this one.   

I think going MysAd can work for an anti-magic character... but being "anti-magic" is just kind of the role of most mystic adepts and magicians in shadowrun. The bulk of their job is to deal with magical threats, and they are seen as the specialists in this regard, regardless of whether their personality is based around it.

Narrowing a concept to an "anti-magician," I am a big fan of the heavily cybered (and likely cyberlimbed) aspected sorcerer street sam. Basically, the character eschews magical expertise, high magic rating, spirit summoning, and most spellcasting in order to be a 'ware enhanced combat-focused character that has access to weapon foci, counterspelling, assensing, perhaps a mentor spirit, and perhaps some easy utility spells (detox, levitate) or flavorful minions (watchers, homunculi) . You get a street sam that has good melee (cyberarm with high agility/strength and use of a weapon focus, and if you have multiple cyberlimbs, can fit in a lot of built in armor) and ranged dice pool, Can protect her/himself from spells (counterspelling, perhaps even with foci), can identify magical goings on (assensing), able to actually engage spirits in melee, and benefit from the help of a mentor spirit.

There is lots of story potential. The anti-magician can be self-hating for some reason, trying to drive magic from him/herself with 'ware and using what's left to take down other magicians. Perhaps the anti-magician wanted to be a more typical magician but was spurned from magical societies/schools for lack of talent/capability and is now spiteful/vengeful. Maybe a mentor spirit chose you to help rid the world of some twisted aspect of itself. Maybe you just want a street sam that has fun twist!

It is one of the few concepts where I think going aspected really holds its own and even shines. I am for making aspected magicians more viable for PCs, and this is the kind of character that can really highlight that. Basically, going full magician/mystic adept  is prob unnecessary and too chargen expensive and being a low Magic adept loses out to being a low Magic aspected I think for this kind of build.


My favored Spread for this character is:

Human: 
Meta: E
Attributes: B/C (B is probably preferential, C if you want the skills at chargen to eventually cast spells/rituals)
Magic: D, Sorcerer
Skills: C/B
Resources: A 

Metatype 
Meta: C/B (dwarf is my favorite, higher starting/max Willpower that can get to an unaugmented 7, Body at 3 that doesn't have to be raised higher, High max Strength to get very strong cyberlimb for melee without investing more in the attribute)
Attributes: E
Magic: D
Skills: B/C
Resources: A 

Sum to Ten gives you more freedom.   


Notes: I like maxing willpower, and taking the quality Cybersingularity Seeker, and getting 4 loaded cyberlimbs. The additional willpower helps with spell defense, stun track, and healing. If you do plan to use spells or rituals, the extra drain pool is nice as your low magic attribute (1 or 2) may require you take physical drain when casting higher force spells/rituals or trying to dispel sustained spells. Combined with the added 4 physical boxes you get from four cyberlimbs, and the built in armor you can get in cyberlimbs, your character becomes more able to withstand some hits. High Willpower is also nice if you plan to use drugs, as it is the primary dice supplier for addiction tests.




Or another concept is the Astral Samurai - A full magician similar to the aspected version but learns astral combat as well as other combat skills.

Perks include astral projection and all it entails, wider growth opportunity (spirit summoning/binding particularly), more choice in initiations. Also can get some free spells. Even if you leave chargen with Magic 1, can potentially two two spells, two rituals, and two alchemical spells (you may not be good at any of them though).  Downsides is a much  tighter skill spread at character generation (Probably Magic B and Skills E, with three combat skills to max [ranged, melee, and astral], more attribute boosting 'ware (expensive, essence), and more frequent use of drugs based on the situations you expect to be in (ex. cram for physical combat, zen or novacoke when fighting in the astral, psyche all the time :) ). This concept has the fun twist of making astral combat a real possibility (astral projection, weapon focus, astral combat skill with spec in weapon focus can get very high dice pools against the usually easier to hit in the astral stats enemies who only resist damage with Willpower instead of Body + Armor). It basically is a very focused street sam at chargen who grows or regrows into mage-hood as part of their career.
« Last Edit: <08-20-16/1247:18> by FST_Gemstar »

Kuirem

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« Reply #7 on: <08-20-16/1355:37> »
I think there is 3 interesting options for your character :
  • Magician/MysAd : You are more or less on a Crusade against other Traditions. Religious traditions are obvious but Psyonic Magician are also known to regularly clash with other trads.
  • Adept : Like Magician/MysAd or you think Magicians pollute the Astral with their spells. That's a good choice because you can access Astral Perception which is really useful to spot all those dirty spellcasters
  • Mundane : DESTROY ALL MAGIC! I strongly recommend going Changeling, there is tons of thing for you here : Arcane Arrester, Magic Sense and Astral Hazing. Magicians will hate you as much as you hate them.

I quickly build a Mundane anti-mage Changeling to give you an idea of what I have in mind. With Karmagen, but I didn't pick the Positive/Negative other than the SURGE one and there is still 60 Karma and 500 Nuyen left :

BODAGIREASTRCHAINTLOGWILEDG
56 (9)3235252

Positive Qualites :
  • Changeling (Class III SURGE)
  • Arcane Arrester II
  • Magic Sense

Negative Qualites :
  • Astral Hazing
  • Berserker
  • Critter Spook
  • Impaired Attribute (LOG)
  • Symbiosis

Skills : Archery 6, Clubs 6, Etiquette 6, Perception 6, Sneaking 6

Essence : 1,42
Cyberware and Bioware :
  • Bone Lacing (Titanium)
  • Cybereyes Basic System (Rating 4)
    • Smartlink
    • Thermographic Vision
    • Low-Light Vision
    • Flare Compensation
    • Vision Magnification
    • Vision Enhancement (Rating 3)
    • Microscopic Lenses
  • Muscle Toner (Rating 3)
  • Synaptic Acceleration
  • Orthoskin (Rating 3)
  • Dragon Hide
  • Insulation
  • Penguin Blubber
« Last Edit: <08-20-16/1405:09> by Kuirem »