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First SR5 Drake Mysad for comments please

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Aria

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« on: <09-20-16/1041:51> »
Inspired partly by a similar running thread, and because I haven't made a character in a while and a drake at all yet...

800 Point Buy
 
Here she is, I’ve made a few assumptions, namely that contacts and knowledge skills will get the same freebie treatment they do for Sum-10 and that it is acceptable to buy a single drake optional power at char gen (this is probably not RAW but it is something I would allow as a GM…)
 
Team role: summoner and spirit guru with drake form being a backup / emergency last resort.  She could serve as a secondary Face once she manages to get some karma for skill increases!
 
Serenity                                                                             
                                                                               
Caucasian Human / Silver Western Drake                                                                             
                                                                               
*Age* 23    *Sex*  F    *Height*   Average     *Build*  Slim                                                                             
*Nationality*  None                                                                     
                                                                               
*Attributes*                                                                     
                                                                               
Body:    3              (              3              )              0
Agility:  4              (              4              )             
Reaction:             2              (              3              )             
Strength:             2              (              2              )             
Willpower:          5              (              5              )             
Logic:     2              (              2              )             
Intuition:             3              (              3              )             
Charisma:            6              (              6              )             
Edge:     3                                                             
Magic/Resonance:          6              (              6              )             
Essence:              6              (              6              )             
Initiative:             2              (              6              )             
Initiative D:         1D6        (              2D6        )             
                                                                               
Physical Limit:    5                                                             
Mental Limit:     4                                                             
Social Limit:         8                                                             
                                                                               
Phys CM:             10                                                         
Stun CM:             11                                                         
                                                                               
Composure:       11                                                         
Judge Intentions:             9                                                             
Memory:             7                                                             
Lift/Carry:            20kgs                                                   
Movement:        8                                                             
                                                                               
*Positive Qualities / Racial Bonuses*                                                                     
                                                                               
Shift [Dracoform]             0                                                             
Flight     14                                                         
Spirit Whisperer               8                                                             
Spirit Affinity [Air]            7                                                             
                                                                               
*Negative Qualities / Racial Penalties*                                                                 
                                                                               
Wanted                0                                                             
Astral Beacon    10                                                         
Shaman's Code 15                                                         
                                                                               
*Skill Groups*                                                                 
                                                                               
Athletics              3                                                             
                                                                               
*Skills*                                                               
                                                                               
Exotic Ranged Weapon (Breath)               6              (              10           )              +2D Qi Focus
Gymnastics         3              (              7              )             
Sneaking              3              (              7              )             
Running               3              (              5              )             
Flight     3              (              5              )             
Etiquette             1              (              7              )             
Negotiation        1              (              7              )             
Perception          3              (              6              )             
Binding [Air]       3              (              9              /11)        +1D Air
Counterspelling                2              (              8              )             
Spellcasting        4              (              10           )             
Summoning [Air]              6              (              12           /14)       
                                                                               
*Adept Powers*                                                                             
                                                                               
Improved Reflexes [1]   1.5                                                         
Combat Sense [5]            2.5                                                         
Agility Boost [2] 1                                                             
Heightened Concentration          0.5                                                         
Improved Potential [Physical]    0.5                                                         
Magic Sense       0.5                                                         
                                                                               
Qi Improved Exotic Weapon [2]                                                               
                                                                               
*Spells & Spirits*                                                                           
Force [7] Air Spirit [4 Services]                                                                   
Force [6] Fire Spirit [3 Services]                                                                 
                                                                               
Stunbolt                                                                             
Physical Mask                                                                   
Manascape                                                                       
Levitate                                                                               
Increase Charisma                                                                         
                                                                               
*Gear*                                                               
                                                                               
Qi Focus [4] Tattoo in Drake form                                                                           
                                                                               
Micro Transceiver & Subvocal Mic, Respirator [4], Lowlight Flashlight, Metalink Disposable Commlink, w. Fake SIN [1] , Fake Licence [1], Local Area Mapsoft, AR Gloves, Bug Scanner [6], Tag Eraser, 10x Plastic Restraints, Medkit [3], 2x Stim Patch [4], Trauma Patch, 2x Tranq Patch [6]                                                                             
Lined Coat [9] w. Electrochromic Modification, Chemical Protection [2], Concealed Holster                                                                         
Contacts [2] w. Imagelink, Flare Compensation, Glasses [4] w. Lowlight, Vision Enhancement [2], Ear Buds [3] w. Sound Link, Audio Enhancement [2]                                                                       
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Kuirem

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« Reply #1 on: <09-20-16/1443:04> »
Are you sure you want to build it as a MysAd? Sure MysAd are almost always worth the cost difference but if you want to be mainly a summoner/face there is no need for that. A simple magician with the ability to fly with her spirit in both the meat and the astral world, isn't it a beautiful idea  :-*

Pretty sure there is no optional powers at chargen, Howling Shadow tell us : "Newly created drake PC characters are assumed to have recently undergone their first draconic transformation, or at very least to share the qualities of the recently transformed". So your character is likely to be illegal at most table, just so you know.

Binding test are harder than Summoning because spirits resist with Force x 2. It might be worth to sacrifice a point in Summoning to raise Binding. Also there are Mentor Spirits that raise summoning skills : Eagle and Thunderstorm for Air notably. It might be worth considering (also check Bat and Boar).

Picking Influence at 3 instead of Athletics will allow you to be a half-decent face at chargen (add something like Ace of Coins/Berwick Suit for a +1 dice, 2k Nuyen is only 1 karma after all).

Note that until you get a Sustaining Focus, Increase Charisma will only give you +2 dice at best for social test. With your Spellcasting Dice pool you might even end up with only +1. However it is possible at chargen to start with a Sustaining Focus 4, coupled with a Increase Agility spell and a couple of points into any gun skill (you have 0 gun skill, it's a risky bet) you can easily reach a decent 10+ dice pool, and AGI is also used in other test like Sneaking and is an excellent support spell for non-fighter (fighter often have the attribute already boosted, those who don't will love you even more). The sustaining focus would also have other uses like casting an Increase Reflexes (Force 4) on you or an ally.

Your karma could be better invested than into Spirits at chargen (for example some gun skills). It's easy enough to summon one right after the campaign start, even if binding take ~6-7 hours and unless you overdo it you will only take Stun damage.

Dwagonzhan

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  • Drake on the run.
« Reply #2 on: <09-20-16/2253:05> »
Nice drake. I'd probably approve this character for one of my games. It isn't ridiculously min-maxed (which makes my job easier as GM), it's RP friendly but still has utility in an area where you kind of want a specialist.
Only thing I'd change is losing the spirits at chargen, and saving that Karma for an Initiation. (I'd set up for summoning a good Spirit Ally later on; for RP and Running antics)
"You haven't truly lived until you've had a Cortex bomb!" ~Former GM

Aria

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« Reply #3 on: <09-22-16/0802:31> »
@kuirem: I considered pure mage but I have a mild obsession with adepts and also I like the ability to improve the breath weapon to something mildly dangerous with the additional skill boost from adepts...

I take your point about Flight, I will ditch that in the next draft...although the fluff I have in mind is for a slightly older drake than one newly awakened.

Mentor spirit...hmmm, Eagle's pollution allergy is a pain, don't want to sneeze while sneaking in to a secure facility :P  ...maybe Bat/Wanderer for its +1 to all conjuring!  Does this bonus apply to binding too?  Unsure about the semantics of RAW on that one.  Will try and boost Binding with points saved on Flight!

Good point on Influence!  Physical stuff isn't exactly going to be her forte, although I don't want to fall into the category of completely sh*t at physical stuff!

Adept power Focused Concentration (concern in the Spells book which I take to be a typo) is essentially a free sustaining focus...and another good reason to be an adept!  But the sustaining focus would also be good if I can cram one in, loosing the points spent on pre-bound spirits might help with that!

@Dwagonzhan: Thanks!  I have fallen in to the trap of having no pre-bound spirits in the past, but as long as I remember to buy the necessary reagents before the game starts that should be ok :)

Thanks for your input guys, will try and get a revised version up soon  ;D
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Kuirem

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« Reply #4 on: <09-22-16/0819:07> »
Not sure about Bat. The book says Conjuring tests so RAW it should apply to the whole group but it seems awfully more powerful than the usual summoning mentor spirit (like Eagle) that only apply to Summoning. Pretty sure RAI was Summoning only. Check Boar as well, +1 service is pretty good and free Home Ground is amazing if your campaign is set up in a place with some Background Count (or for an other bonus).

Not sure what is Adept power Focused Concentration? Focused Concentration is a quality. It's pretty good btw (I like to take it at level 4 for Increase Reflexes or attributes and it can be used for other S spells at Force 4 : Invisibility, Levitation, Physical Barrier…) but you won't be able to afford a decent level without dropping one of your spirit quality first.

Aria

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« Reply #5 on: <09-23-16/0805:19> »
Spells p23:

Quote
HEIGHTENED CONCERN
COST: 0.5
The adept can ignore a single distraction while performing
another task. This power negates a single situational
modifier of a value of up to half (rounded up) of their
Magic Attribute. It takes a Complex Action to activate and
may be combined with the Adept Centering metamagic.
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Kuirem

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« Reply #6 on: <09-23-16/0957:41> »
Oh I see, it will be up to your GM of course.

Personally I would add an extra condition because Focused Concentration and Sustaining Focus demand extra resources to sustain a higher level spell. So probably limit it to a spell of (Magic) Force.

Aria

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« Reply #7 on: <09-29-16/0808:13> »
Here's the semi final version of her:  <<Serenity>>
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