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Occult Investigator/Eventual Psychometric Initiate

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FST_Gemstar

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« on: <11-07-16/0249:00> »
I have been trying to make characters that get some use out of some the less popular Metamagics. I have a huge interest in making Divination and Necromancy work. I have found that Divination's rules are so unclear and meaningful benefits difficult to achieve without a lot of investment (ritual magic, arcana, Logic, Magic, perhaps summoning for guidance spirit teamwork). Necromancy has too any of its domain duplicated by more simple spells and its domain is already pretty limited. So until those get cleared up, I decided to play with Psychometry. 

What I like about it is that Psychometry readings (hopefully) only take a matter of minutes. They do not require ritual tests. And they don't require Magic tests. I think it's a metamagic that is great for an Aspected Magician that doesn't need to invest much into Magic more than a priority selection and Assensing.   

Character: O'Smosis
Concept: Magical Private Investigator (Face/Stealth)
Basic Back Story: Grew up poor in Tir Tairngire as the son of basically indentured human worker parents. Elf kids were cruel, he barely got an education, and had to learn to handle himself to get by and stay out of harm's way. Stolen fragments of Path of the Wheel texts helped him connect with some of his magical gifts, which he kept hidden as much as he could. After his parents died young, he escaped across the border to Seattle where he got a lucky gig being an informant for local law enforcement. He informally was sent into Puyallup to do Elf relations work they KE didn't want to endanger their own. As his skills and confidence improved, he started to get more shadow work. 
Notes:

Karma Spent:  10 on Logic, 3 on Nuyen, 25 on PQs, 10 on Magic, -23 on NQs = 0 Remaining.

== Info ==
Street Name: O'Smosis
Name: Unnamed Character
Movement: 16/32, 16m/ hit, Swim: 9, 8m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Man Age 34
Height 5'11" Weight 170lbs
Composure: 11
Judge Intentions: 11
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 70

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

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

== Derived Attributes ==
Essence:                   5.01
Initiative:                10 + 1d6
Rigger Initiative:         10 + 1d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      10 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
   Chameleon Suit [+2] (Only for Sneaking, Must be visible)
Mental:                    6
   Medkit [+6] (Only for First Aid and Medicine)
Social:                    8
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Mortimer of London: Berwick Suit [+1] (Must be visible)
Astral:                    8

== Active Skills ==
Assensing                  : 6                      Pool: 13
Con                        : 2 [Fast Talk]          Pool: 8 (10)
Disguise                   : 5                      Pool: 10
Etiquette                  : 1 [Street]             Pool: 7 (9)
Negotiation                : 6 [Bargaining]         Pool: 12 (14)
Palming                    : 5                      Pool: 13
Perception                 : 6 [Visual]             Pool: 11 (13)
Pistols                    : 6 [Revolvers]          Pool: 14 (16)
Sneaking                   : 5                      Pool: 13
Summoning                  : 3 [Guidance Spirit]    Pool: 5 (7)

== Knowledge Skills ==
Biology                    : 2                      Pool: 8
English                    : N                      Pool: 0
Gangs                      : 2                      Pool: 8
Police Procedures          : 2                      Pool: 8
Shadow Community           : 4                      Pool: 10
Sperethiel                 : 4                      Pool: 10
Sprawl Life                : 4                      Pool: 10
Syndicates                 : 2                      Pool: 8
Underworld                 : 4                      Pool: 10

== Contacts ==
; Fixer (4, 3)
; KE Lieu (3, 3)
; Antiquities and Oddities Dealer (1, 2)
; Seer (1, 1)

== Qualities ==
Agile Defender
Aspected Magician
First Impression
Insomnia (Basic)
Jack of All Trades Master of None
Mentor Spirit (Giraffe)
Prejudiced (Specific, Biased) (Tir Elves)
School of Hard Knocks
Weak Immune System

== Lifestyles ==
Low   1 months

== Cyberware/Bioware ==
Datajack (alpha)
Fingertip Compartment (alpha)
Mnemonic Enhancer Rating 1 (alpha)
Muscle Toner Rating 3 (used)

== Armor ==
Armor Jacket                        12
   +Biofiber Pocket
Ballistic Mask                      2
   +Gas Mask
Chameleon Suit                      9
Mortimer of London: Berwick Suit    9
   +Biofiber Pocket
   +Concealability
   +Concealed Pocket
   +Custom Fit
   +Electrochromic Clothing
   +Thermal Damping 2

== Weapons ==
Colt New Model Revolver
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   Pool: 14 (16)   Accuracy: 9   DV: 5P   AP: -   RC: 2
Grapple Gun
   Pool: 0   Accuracy: 3   DV: 7S   AP: -2   RC: 2
Ruger Super Warhawk
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   Pool: 14 (16)   Accuracy: 8   DV: 9P   AP: -2   RC: 2
Survival Knife
   +Concealed Quick-Draw Holster
   +Personalized Grip
   Pool: 7   Accuracy: 6   DV: 4P   AP: -1   RC: 2
Unarmed Attack
   Pool: 7   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Commlink ==
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   +Micro-Transceiver
   +Subvocal Mic
   +Biomonitor
   +Sim Module
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
Ammo: APDS (Heavy Pistols) x60
Ammo: Gel Rounds (Holdouts) x10
Ammo: Regular Ammo (Heavy Pistols) x80
Ammo: Silver (Heavy Pistols) x10
Ammo: Stick-n-Shock (Holdouts) x20
Ammo: Stick-n-Shock (Heavy Pistols) x80
Backpack (Good)
Bug Scanner Rating 6
Contacts Rating 1
   +Smartlink
Fake SIN (Wallter Tirtar ) Rating 4
   +Fake License (Weapon License) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4
   +Fake License (Driver's License) Rating 4
   +Fake License (Aug License) Rating 4
   +Fake License (Private Investigator License) Rating 4
Glasses Rating 1
   +Camera, Micro Rating 1
Grapple Gun
   +Standard Rope (100m)
Lockpick Set
Medkit Rating 6
Novacoke x5
Psyche x5
Slap Patch, Stim Patch Rating 3 x2
Summoning Focus (Guidance) Rating 2
Survival Kit
Tool Kit (Disguise)
White Noise Generator Rating 6

== Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
   +Morphing License Plate
   +Sensor Array Rating 2
      +Atmosphere Sensor Rating 2
      +Camera Rating 2
      +Motion Sensor Rating 2
      +Olfactory Scanner Rating 2
      +Omni-directional Microphone Rating 2
      +Radio Signal Scanner Rating 2
      +Nanoscanner Rating 2
      +Directional Microphone Rating 2


== Concept ==
Primary: Magical Private Investigator (Face/Stealth)
Secondary: Psychometry, Pistoleering, Guidance Spirits





Growth Plan: Bind Guidance Foci, round out skills, and initiate into Psychometry. Might also initiate into Channeling, though I think focusing on Air spirits and ditching ditching/switching all of the muscle toner would make channeling more valuable (and allow money for other 'ware of even to to go Magic C/Resources D).  Goal would be to channel Force 4 spirits - Guidance for Influence/Fear/Shadow Cloak, Air for Agility/intiative/sneaking/other Agility linked bonuses if muscle toner is dropped. Regularly Summoned Air spirits can be used to help with concealment and movement as well.



I would love some efficiency advice, even how to make going full magician possible (even though this character is not intended to be the team's magic specialist).

« Last Edit: <11-07-16/0257:51> by FST_Gemstar »

Kuirem

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« Reply #1 on: <11-07-16/0444:21> »
Psychometry looks really interesting, but I think it would be better to choose Aspected Sorcery rather than Conjuring (or even full Magician). Conjurers lose 3/4 of the benefits of Psychometry while Sorcerers only lose the Mystic Restraints.

The ability to use Sympathetic Link for ritual is really strong, especially when you consider that some rituals give a direct link in the astral to the target (Curse for example) even at low Force. Imagine an investigator that can track you wherever you are as long as he has anything you've hold for more than five minutes. There is also spells like Preserve that will work quite well for an investigator especially since it doesn't have threshold (so can be cast at low force). Finally Passive Detection spells do not rely on high Force either, stuff like Astral Clairvoyance gives you something close to Astral Projection (with less benefits but also less risks).

I feel like you could drop the Muscle Toner, with 5 AGI + 6 Pistols you are already a decent shooter for someone who isn't focused on meat fight. You already help the team as a Face and Investigator. Overall your wares do not looks like they do much for you, remove them all and switch Resources and Magic would likely be better since you could then become a full Magician, even at low Magic you will get access to Projection, Rituals and be able to keep summoning.

If you do keep your ware get yourself and implanted Smartlink for the extra +1 dice at shooting.

The character could use a higher LOG, if only because it makes sense on an Investigator but it also helps with memory test and Knowledge Skills. I would remove some REA to raise LOG since you really don't need 5 for a non-fighter character (3 REA/4 LOG sounds good to me).

Impersonation could be worth getting, you already have Disguise and as a human you can infiltrate a lot of different places with it.

I want to point ou the Perceptive Quality from Run Faster, it's only 5 Karma per level and gives +1 dice for meat, matrix and astral perception. Always good to take.

I don't know why but when I read your character backstory I feel like he is perfect for Life modules, something like: Tir Tairngire - Elves/Humans, Corp Drone, High School, Skipped Further Education, Regular Job (until his parents died), Street Magic - Occult Investigator. Maybe add Law Enforcement - Mage Division or Private Investigator to reflect his time as an informant.

FST_Gemstar

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« Reply #2 on: <11-07-16/0944:40> »
Thanks Kuirem.

I never got a good feel for life modules, but it may work out it for this character. I will play with a Magic C/Resources D version. The character isn't intended to be much of a magic specialist - and I have been finding the more magic I go, the less shooty or facey or sneaky the character has to be. However, I do like have a ritual magic bent, so we'll see.
« Last Edit: <11-07-16/0950:31> by FST_Gemstar »

drakir

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« Reply #3 on: <11-07-16/1629:04> »
My unfinished version of your character. I'm a bit allergic to aspected mages to upped magic to C. The nice Muscle Toners had to go. Elf to raise Charisma and Agility instead. Could go 7 Cha, 7 Agi.

Priorities: A attributes, B skills, C magic, D meta (Elf), E money

Attributes: Bod 5, Agi 6, Rea 2, Str 2, Cha 8, Int 5, Log 4, Wil 5, Edge 1, Magic 4

Pos Qualities: First Impression, JoaT, Mentor Spirit (Giraffe), Perceptive

Neg Qualities: 25 p of choice

Skills:

12(14) Automatics 6 + spec Machine Pistols

12 Perception 6 (bonus from Perceptive included)

7(9) Sneaking 1 + spec Urban

11 Etiquette 5 (Influence Group)(neg from Giraffe included)

13 Leadership 5 (Influence Group)

13 Negotiation 5 (Influence Group)

9(11) Con 1 + spec Fast talk

14 Assensing 6 (bonuses from giraffe and Perceptive included)

10 Spellcasting 6

10(14) Summoning 6 + spec Air Spirits (bonus from Giraffe included)

Spells: Imp Invisbility, Clairvoyance, Heal, Levitate, Physical Mask

Gear: 20000 Nuyen to spend

Karma: 10 Str, 10 Rea, 23 Pos Qualities, 7 money

« Last Edit: <11-07-16/1704:58> by drakir »

FST_Gemstar

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« Reply #4 on: <11-19-16/2335:47> »
I really like your build, Drakir. I am kind of set on human for this character though, perhaps to my detriment, as yours elf build is very solid.

Here is an incomplete Full Magician version.  I tried to him from falling into magic specialist role.

Karma Expenses: 10 Logic, 10 Str, 4 nuyen, 25 PQs, -24 NQs,
No Gear/Ware: still has 58k tp spend

== Info ==
Street Name:
Name:
Movement: 8/16, 8m/ hit, Swim: 5, 4m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 11
Judge Intentions: 11
Lift/Carry: 5 (30 kg/20 kg)
Memory: 7
Nuyen: 58000

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

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

== Derived Attributes ==
Essence:                   6
Initiative:                8 + 1d6
Rigger Initiative:         8 + 1d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      8 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    5
Social:                    8
Astral:                    8

== Active Skills ==
Assensing                  : 6                      Pool: 13
Con                        : 4                      Pool: 10
Disguise                   : 6                      Pool: 11
Etiquette                  : 3 [Street]             Pool: 9 (11)
Impersonation              : 4                      Pool: 10
Negotiation                : 6 [Bargaining]         Pool: 12 (14)
Palming                    : 6                      Pool: 10
Perception                 : 6 [Visual]             Pool: 11 (13)
Performance                : 4                      Pool: 10
Pistols                    : 6 [Revolvers]          Pool: 10 (12)
Ritual Spellcasting        : 5 [Link ]              Pool: 8 (10)
Sneaking                   : 6                      Pool: 10
Spellcasting               : 1 [Illusion]           Pool: 4 (6)
Summoning                  : 6 [Guidance Spirit]    Pool: 9 (11)


== Knowledge Skills ==

== Qualities ==
Family Curse
First Impression
Jack of All Trades Master of None
Lightweight
Magician
Mentor Spirit (Giraffe)
Prejudiced (Specific, Biased) (Tir Elves)
School of Hard Knocks
Too Pretty To Hit
Weak Immune System

== Spells ==
(Tradition: Path of the Wheel, Resist Drain with WIL + CHA (11))
Agony                      DV: F-4
Curse                      DV: Special
Dream                      DV: F-3
Improved Invisibility      DV: F-1
Physical Mask              DV: F-1

== Weapons ==
Unarmed Attack
   Pool: 3   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Karma Expenses ==

== Nuyen Expenses ==
 

Not quite the stealthy/shooty type as before. Perhaps a Channeling metamagic for F6 Air spirits can make that happen when needed down the road (and perhaps a switch in summoning spec is in order). He knows some utility Illusion spells, and some spells that can be used with the Curse Ritual. Dice pools for Ritual magic doesn't seem high enough to be worth it though (teamwork will be required and it's tough to gather a ritual circle). 


&#24525;

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« Reply #5 on: <11-20-16/0111:12> »
How is the Curse ritual good?

FST_Gemstar

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« Reply #6 on: <11-20-16/1848:26> »
It's a hard time justifying rituals as good, just cool. 

It allows for distant illusion spells with a material link (or sympathetic link with Psychometry). You can mess with someone with Agony, give them nightmares with dream, etc.   

There are some potentially fun metamagic rituals, where knowing ritual magic can be useful.

FST_Gemstar

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« Reply #7 on: <11-20-16/1908:52> »
Actually... I am feeling ok with a Skills A version (surprisingly). 

Effective Difference:  is one less Agility and two less Willpower (and the drop in dice to shooting, full defense, Drain, etc.).  Trade-off is fairly better face skillset (stealth dice are the same), better summoning, even without a focus, and a maxed binding skill or can use the skillpoints elsewhere. I think the character remains intact as a facey/stealthy person, while being more magically competent without really being a magic specialist. I kind of want to put those binding skill points into unarmed in order to take advantage of a weapon focus (a perk of being a low Magic aspected magician), but I don't think it's really necessary.  Next steps would be to round out skills, learn psychometry,  and probably raise Magic to 2 (to get Force 4 Spirits). As always, I appreciate suggestions!


== Info ==
Street Name: O'Smosis
Name: Lothar Malsdorf
Movement: 14/28, 14m/ hit, Swim: 8, 7m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Man Age 34
Height 5'11" Weight 170lbs
Composure: 9
Judge Intentions: 11
Lift/Carry: 5 (30 kg/20 kg)
Memory: 6
Nuyen: 1495

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

== Attributes ==
BOD: 3
AGI: 4 (7)
REA: 5
STR: 2
CHA: 6
INT: 5
LOG: 2
WIL: 3
EDG: 3
MAG: 1

== Derived Attributes ==
Essence:                   5.01
Initiative:                10 + 1d6
Rigger Initiative:         10 + 1d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      10 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  4
   Chameleon Suit [+2] (Only for Sneaking, Must be visible)
Mental:                    5
   Medkit [+6] (Only for First Aid and Medicine)
   Vision Enhancement [+1] (Only for visual Perception)
Social:                    7
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Mortimer of London: Berwick Suit [+1] (Must be visible)
Astral:                    7

== Active Skills ==
Assensing                  : 6                      Pool: 13
Binding                    : 6 [Guidance Spirit]    Pool: 7 (9)
Con                        : 4                      Pool: 10
Etiquette                  : 4 [Street]             Pool: 10 (12)
Impersonation              : 4                      Pool: 10
Negotiation                : 6 [Bargaining]         Pool: 12 (14)
Palming                    : 6                      Pool: 13
Perception                 : 6 [Visual]             Pool: 11 (13)
Performance                : 4                      Pool: 10
Pistols                    : 6 [Revolvers]          Pool: 13 (15)
Running                    : 0                      Pool: 1
Sneaking                   : 6                      Pool: 13
Summoning                  : 6 [Guidance Spirit]    Pool: 7 (9)


== Knowledge Skills ==
English                    : N                      Pool: 0
Gangs                      : 2                      Pool: 8
Magical Threats            : 2                      Pool: 8
Police Procedures          : 2                      Pool: 8
Shadow Community           : 4                      Pool: 10
Sperethiel                 : 4                      Pool: 10
Sprawl Life                : 2                      Pool: 8
Syndicates                 : 2                      Pool: 8
Underworld                 : 4                      Pool: 10
Urban Biology              : 2                      Pool: 8

== Contacts ==
 KE Beat Cop (1, 2)
Fixer-Biotech (4, 2)
Lawyer (3, 1)
Talismonger (4, 1)

== Qualities ==
Agile Defender
Aspected Magician
First Impression
Jack of All Trades Master of None
Lightweight
Mentor Spirit (Giraffe)
Night Blindness
Prejudiced (Specific, Biased) (Tir Elves)
School of Hard Knocks
Weak Immune System

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Datajack (AGI 0, STR 0, Physical 3)
Fingertip Compartment (AGI 0, STR 0, Physical 3)
Mnemonic Enhancer (AGI 0, STR 0, Physical 3) Rating 1
Muscle Toner (AGI 0, STR 0, Physical 3) Rating 3

== Armor ==
Armor Jacket                        12
   +Biofiber Pocket
Ballistic Mask                      2
   +Gas Mask
Chameleon Suit                      9
Mortimer of London: Berwick Suit    9
   +Biofiber Pocket
   +Concealability
   +Concealed Pocket
   +Custom Fit
   +Electrochromic Clothing
   +Thermal Damping 2

== Weapons ==
Colt New Model Revolver
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   Pool: 13 (15)   Accuracy: 9   DV: 5P   AP: -   RC: 2
Grapple Gun
   Pool: 0   Accuracy: 3   DV: 7S   AP: -2   RC: 2
Ruger Super Warhawk
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   Pool: 13 (15)   Accuracy: 8   DV: 9P   AP: -2   RC: 2
Survival Knife
   +Concealed Quick-Draw Holster
   +Personalized Grip
   Pool: 6   Accuracy: 6   DV: 4P   AP: -1   RC: 2
Unarmed Attack
   Pool: 6   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Commlink ==
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   +Micro-Transceiver
   +Subvocal Mic
   +Biomonitor
   +Sim Module
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
Ammo: APDS (Heavy Pistols) x60
Ammo: Gel Rounds (Holdouts) x10
Ammo: Regular Ammo (Heavy Pistols) x80
Ammo: Silver (Heavy Pistols) x10
Ammo: Stick-n-Shock (Holdouts) x20
Ammo: Stick-n-Shock (Heavy Pistols) x80
Backpack (Good)
Bug Scanner Rating 6
Contacts Rating 1
   +Smartlink
Fake SIN (Wallter Tirtar ) Rating 4
   +Fake License (Weapon License) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4
   +Fake License (Driver's License) Rating 4
   +Fake License (Aug License) Rating 4
   +Fake License (Private Investigator License) Rating 4
Glasses Rating 4
   +Camera, Micro Rating 1
   +Flare Compensation
   +Thermographic Vision
   +Vision Enhancement Rating 1
Grapple Gun
   +Standard Rope (100m)
Lockpick Set
Medkit Rating 6
Novacoke x5
Slap Patch, Stim Patch Rating 3 x2
Survival Kit
Tool Kit (Disguise)
White Noise Generator Rating 6
Zen x5

== Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
   +Morphing License Plate
   +Sensor Array Rating 2
      +Atmosphere Sensor Rating 2
      +Camera Rating 2
      +Motion Sensor Rating 2
      +Olfactory Scanner Rating 2
      +Omni-directional Microphone Rating 2
      +Radio Signal Scanner Rating 2
      +Nanoscanner Rating 2
      +Directional Microphone Rating 2

== Karma Expenses ==

== Nuyen Expenses ==

== Description ==
Tall, thin, and severe, Osmosis looks like business when he needs to look like business. He tried to take good care of his nice clothes and possessions, a habit he learned growing up in the Tir. He's softer when you get to know him. He will wear sunglasses at night.

== Background ==
Grew up poor in Tir Tairngire as the son of basically indentured human worker parents. Elf kids were cruel, he barely got an education, and had to learn to handle himself to get by and stay out of harm's way. Stolen fragments of Path of the Wheel texts helped him connect with some of his magical gifts, which he kept hidden as much as he could. After his parents died young, he escaped across the border to Seattle where he got a lucky gig being an informant for local law enforcement. He informally was sent into Puyallup to do Elf relations work sometimes when KE didn't want to endanger their own. As his skills and confidence improved, he started to get more shadow work.

== Concept ==
Primary: Magical Private Investigator (Face/Stealth)
Secondary: Psychometry (Eventually), Pistoleering, Guidance Spirits



« Last Edit: <11-21-16/1200:02> by FST_Gemstar »

drakir

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  • Chummer
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  • Posts: 115
« Reply #8 on: <11-21-16/0656:01> »
Very dangerous with Magic that low. You will end up with physical drain very often. It will happen, even with F2 spirits. Even worse when you raise magic and to try F4 Spirits.

FST_Gemstar

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  • Omae
  • ***
  • Posts: 905
« Reply #9 on: <11-21-16/1020:30> »
Thats the risk...