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[SR5] Aspected Conjurer - First Missions Character

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Bushw4cker

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« Reply #15 on: <10-14-16/0339:32> »
I like exceptional attribute when doing magicians. I don't like aspected versions because they are shafted by rules. Here's one of my versions of Face/Shaman. Worse Assensing and Perception than yours and no Spirit Champion but with many upsides.

Priorities: Attributes A, Magic B, Meta C, Skills D, Money E

Attributes:  Bod 3, Agi 6, Rea 5, Str 1, Cha 9, Int 5, Log 2, Wil 5, Magic 6, Edge 2, Init 1d6+10

Pos Qualities:  Exceptional Att (Charisma), Spirit Affinity, Too Pretty to Hit

Neg Qualities: 25 points of choice

Skills:

12(14) Binding 6 + spec

12  Spellcasting 6

12(14) Summoning 6 + spec

6 Assensing 1 (karma)

6 Perception 1 (karma)

14 Con 5

14 Negotiation 5

10 Etiquette 1 (karma)

7 Sneaking 1 (karma)

Spells:  7 of choice. (I would take at least: Heal, Inc Ref,  Imp Inv, Levitate)

Gear: 22000 nuyen to spend

Karma:  10 Logic 1>2, 24 Pos Qualities, 8 Skills, 8 money.

The 9 Charisma helps with Facing, Drain dice, Full defense, and more. Worth it IMO.

I disagree, I think you should go Aspected Magician if that's what you want to play.

  I wouldn't recommend playing a Full Magician to any new player of Shadowrun, and from his post, it sounds like he's new or at least hasn't played much yet.

  I'm not sure if Exceptional Attribute is allowed in Missions..
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

drakir

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« Reply #16 on: <10-14-16/0902:59> »
Exceptional Attribute is allowed in Missions. There is absolutely no reason to not play a full magician, even as a beginner (Except of course RP-reasons). The rules for spellcasting are pretty straight forward.  You don't have to use all abilities like astrally percieving and projection just because you have them. And I don't think they are That complicated. I would not recommend decker if not well prepared, but mages are easier than deckers.

Hard part is knowing that some skills/spells/stuff really sucks (like banishing) or have large drawbacks. To get rid of a spirit, it's far better to have your own spirit fight it. Maybe cast a combat spell like stunbolt/flamethrower.  Direct combat spells are really weak (IMO) but works on the astral. Indirect combat single target spells are only good if you have lots of dice (12-16), or they will dodge the spell. Area spells are a bit clunky because they have a too big area covered and can bscatter like grenades (risk damaging oneself and friends).
« Last Edit: <10-14-16/0928:40> by drakir »

Kuirem

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« Reply #17 on: <10-14-16/1002:48> »
After playing around with Aspected Conjurer I've build something fairly close to yours but more of a hybrid between Gunner/Summoner/Face:

A - Attributes; B - Aspected Magician; C - Skills; D - Elf; E - Nuyen.

BOD 3; AGI 6; REA 5; STR 1; CHA 8; INT 5; LOG 2; WIL 5; EDG 2 (-10 Karma); MAG 5

Skills: Conjuring 6; Automatics 6; Perception 6; Sneaking 6; Con 6; Etiquette 6

So the thing is that he has only 5 Magic, for Binding he might want to stick to Force 5 spirits to avoid huge Physical drain but for summoning with 13 dice to soak you should be able to summon Force 6. At least he got a good pool to shoot and you have 15 leftover karma to spend wherever you want. It is easy enough to switch a bit the skills around to get Negotiation and Assensing as well.

At least you know where to spend your first 30 karma → Magic 6.

FST_Gemstar

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« Reply #18 on: <10-14-16/1043:09> »
While i have a soft spot for aspected magicians, going full magician/face is almost always mechanically better. Especially if you are not doing any sneaking/shooting/decking/getting significant 'ware. You dont even have to learn any sorcery if you dont want (or maybe 1 rank in spellcasting if missions makes you in order to get the free spells). I forget if shinto has spirits of man, but a tradition that does will let you summon spirits with spells that you know (for free for bring a full magician) and can cast/sustain them better than you. You can also avoid wasting resources on banishing.

« Last Edit: <10-14-16/1054:00> by FST_Gemstar »

Whiskeyjack

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« Reply #19 on: <10-15-16/1915:00> »
I disagree, I think you should go Aspected Magician if that's what you want to play.

  I wouldn't recommend playing a Full Magician to any new player of Shadowrun, and from his post, it sounds like he's new or at least hasn't played much yet.


I would easily recommend full magicians to new players. They are not that hard to grok.

I could never conscionably recommend aspected magicians, they are just way too limited.
Playability > verisimilitude.

ZeldaBravo

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« Reply #20 on: <10-16-16/1103:27> »
I disagree, I think you should go Aspected Magician if that's what you want to play.

  I wouldn't recommend playing a Full Magician to any new player of Shadowrun, and from his post, it sounds like he's new or at least hasn't played much yet.

I disagree. Aspected characters work best when you know exactly what you're doing, because you'll NEVER EVER become un-aspected. A player should be fully aware of all magician's capabilities to decide they don't want them.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*