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Sindri, Ásatrú Magician

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CanRay

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« on: <08-30-11/1056:54> »
Sindri:  A formerly retired Shadowrunner Norse Magician who got out of the Biz after Crash 2.0 and Winternight made "Ásatrú" a bad religion to be affiliated with.  He married a contact of his, a Street Doc named "Cross-stitch" Sally Sweetwater that was originally a Veterinarian, and together with her Cyberwolf, Freki, they moved out to the NAN (She is a SINner and half-Navajo, so emigration was fairly easy with his "Bulletproof" SIN saved for just such a day), and live a life of semi-leisure.

Sindri's real SIN, long since burned and gone, and not wanting to risk Sally's new life as a traveling farm vet, did some consulting jobs on magical security, as well as the rare bit of spirit summoning for Shadowruns, came home one day to find Freki injured badly (A normal wolf would have been dead) and Sally missing.  Retrieving his old Shadowrunner gear, and calling in some old favors, Sindri tracked Sally's kidnappers to Seattle, and hit up his old contacts.  While not as tight as they used to be, they all remembered the ends that he would go for his companions, and are gung-ho for helping him find Cross-Stitch Sally.  The problem is that work like this needs money and a dwarf and wolf's gotta eat.  So Shadowruns are done as leads are looked into, and more souls to be added to the Deathwatch, which is the sworn fate of all those who stand between a Dwarf and his lady!

Herman Harlsburg (Sindri)
Dwarf
ATTRIBUTES:
B:  4; A:  2; R:  2; S:  3; C:  5; I:  3; L:  3; W:  6
Edge:  3
Magic:  5

Skills:
Binding 1, Computer 1, Data Search 1, Dodge 1, Influence (Group) 2 (Con, Etiquette, Leadership, Negotiation), Pilot Ground Craft 1, Pistols 2, Sorcery (Group) 3 (Counterspelling, Ritual Spellcasting, Spellcasting), Summoning 3

Language:
English:  N, Icelandic 3, Salish 3, Or'Zet 3

Knowledge Skills:
Norse Mythology 3, Urban Brawl Stats 2, Procedure (Magical Security) 2, Classical Metal Music 2

Qualities:
Dwarven Qualities:  Thermographic Vision, Resistance to Pathogens 2
Positive Qualities:  Magician 15 (SR4A Page 91), Mentor Spirit (Dragonslayer; AKA:  Thor) 5 (SR4A Page 92), Murky Link 10 (SR4A Page 92), Trustworthy (+1 die to Con Tests) 5 (RC Page 101)
Negative Qualities:  Dependant (Easy) -5 (RC Page 104), Lost Loved One (RC Page 105) -5, Media Junkie (Mild) -5 (UW Page 37), Poor Self Control:  Vindictive -10 (RC Page 107), Prejudiced (Specific:  Winternight and those that think all Ásatrú are members of that cult, Outspoken) -10 (RC Page 108)

Magic:
Tradition:  Norse Mythology
Spirits:
Combat:  Guardian
Detection:  Water
Health:  Fire
Illusion:  Air
Manipulation:  Earth
Drain:  Willpower + Charisma
Mentor:  Dragonslayer:  +2 dice to Combat Spells, +2 dice to Negotiation tests; If he breaks a promise, he takes -1 die to all tests until the promise is fulfilled or otherwise atoned.
Spells:
Lightning Bolt, Power Bolt, Stunball, Detect Individual, Physical Mask, Heal

Commlink:
Novatech Airwave:  Resp 5 (Custom); Signal 3
Iris Orb:  Firewall 5 (Customized); System 5 (Customized)
Modifications:  Customized Interface (+1 Initiative for Sindri, -1 to anyone else)
Programs:  Analyze 5, Browse 5, Edit 5
Subvocal Microphone, AR Gloves, Earbuds (Select Sound Filter), Mirrorshades (Flare Compensation, Image Link, Vision Magnification)
3 Disposable Commlinks

Armour:
Actioneer Business Clothing 5/3 (Modified:  RFID Tag Eraser, Fire Resistance 3, Insulation 3)
Lined Coat 6/4 (Modified:  Concealed Holster, RFID Tag Eraser, Thermal Dampening 6)
Industrious Line Jumpsuit 4/2 (Modified:  Concealed Holster, RFID Tag Eraser)
Industrious Line Hard Hat 0/+2
SecureTech Vitals Protector +1/+1 (Concealed model)
SecureTech Helmet 0/+2 (Full-Face Model With Mirrored Windscreen)

Weapons:
Custom Ruger Super-Warhawk:  Heavy Pistol, Mode:  SS, AP:  -2, DV:  6P, RC:  0, Conceal:  -1, Ammo:  8 (cy) (Barrel Reduction, Increased Cylinder, Integral Laser Sight, Melee Hardening, Infrared Taclight)
Custom Colt Government Model 2066:  Heavy Pistol, Mode:  SA, AP:  -1, DV:  5P, RC:  -1, Conceal:  0, Ammo:  14 (c) (Integral Silencer, Melee Hardening)
Ruger Super-Warhawk:  Heavy Pistol, Mode:  SS, AP:  -2, DV:  6P, RC:  0, Conceal:  0, Ammo:  6 (cy) (Infrared Taclight)
2 Browning Ultra-Power:  Heavy Pistol, Mode:  SA, AP:  -1, DV:  5P, RC:  0, Conceal:  0, Ammo:  10 (c) (Integral Laser Sight, Infrared Taclight)

Gear:
3 Fake SINs (Richard Plutarch Justice, Michael Jay Overfield, Robert Underhill) R4
3 Fake Licenses (Driver's Licenses for all Fake SINs) R4
3 Fake Licenses (Pistol Concealed Carry Permit for all Fake SINs) R4
1 Year Basic DocWagon contract under Michael Jay Overfield Fake SIN
100 10mm Caseless Gel Rounds for Colt Government Model 2066 and Browning Ultra-Power
280 10mm Caseless Regular Rounds for Colt Government Model 2066 and Browning Ultra-Power
90 .500 S&W Regular Rounds for Ruger Super-Warhawk
50 .500 S&W EX-Explosive Rounds for Ruger Super-Warhawk
2 Spare Clips for Colt Government Model 2066
5 Spare Clips for Browning Ultra-Power
5 8-Round Speedloaders for Customized Ruger Super-Warhawk
1 Maglock R6 with Anti-Tampering Security System R2 for door of apartment (Alarm to go to personal Commlink)
100 Disposable Plastic Security Restraints (Armour 6/Structure 6)
100m Stealth Rope
1 Catalyst Stick
2 Survival Kits (One in SUV, One in Apartment)
3 Tag Erasers (One on body, one in SUV, one in apartment)
6 Doses C-Squared R4 (Three in SUV, three in apartment)
4 Medkits R6 (One on body, one in SUV, two in apartment)

Vehicle:
Ares Humvee Civic (Rover Model 2068)
Handling:  +1
Accel:  20/35
Speed:  140
Pilot:  4 (Maneuver 4, Firewall 5)
Body:  13
Armour:  10
Sensor:  2
Standard Options:  Amenities:  High; Off-Road Suspension; Passenger Protection 2; Anti-Theft System
Modifications:  4 Run-Flat Tires, Gridlink Override, Improved Economy, Vehicle Tag Eraser, Spoof Chip, Morphing License Plates.

Contacts:
One-Eyed Bill (Loy 4/Con 4):  Troll Fixer, never call him “Willie”.  A fixer that's been in the business for nearly two decades, and has connections all over Seattle and even in the Ork Underground.  Currently working on a “retirement package” as is feeling his age at 45.  Would have lost his other eye, along with other body parts, were it not for Sindri, and the two have a good friendship going, even keeping in contact when Sindri was in the SSC, using him as a contact in the NAN lands.  Had Sindri's SUV tricked out with the latest in illegal equipment through an Ork Underground Shadow Garage, and got him a replacement for his old “Whisper of Death” pistol that was lost on Sindri's last 'Run.  His Quick Icon is a troll face with a gouged out left eye (matching the RL troll), with his tongue sticking out.

Sid the Snake (Loy 4/Con 2):  A Human Hermetic Mage, his nickname comes from his Irish Mafia connections where he gets his materials from, and the fact that an awakened snake surprised him when he was accepting a shipment.  Has known Sindri since they were kids when they were learning magic on the street together despite their vastly different traditions.  A little bitter that Sindri didn't write more than birthday and holiday cards, but still good chummers, used to be a lot tighter, and may become so again.  Doesn't know much info past his ability to get, refine, and make magical materials.  His Quick Icon is a snake almost in the form of an “S”.

The Navigator (Loy 4/Con 2):  Elf Hacker with a nautical appearance in both person and icon.  Retired from Shadowrunning but keeps in the Biz through acts such as decryption and recovery of corrupted data, specializing in files that were wrecked by Crash 1.0 and 2.0.  Used to be on the team that Sindri worked with on a number of occasions, and owes his life more than once to “Cross-stitch” Sally.  Almost as angry as Sindri as she had “Gotten out legit, and been legit”.  Set Sindri up with his commlink and computer gear as he lacked that equipment in the middle of Hoopslot, Nowhere, SSC.  He also modified Sindri's hardware and software on his SUV to allow it to drive on his own, “As, frankly, your wheelman skillz have always been lacking.”  His Quick Icon is an old ship's wheel in a really low resolution (Apparently it's some kind of joke, but Sindri doesn't get it.), his persona is that of a Victorian-Era British Captain with a Peg Leg and a left hand that flips between a hook and a flintlock derringer.

Charles Halsburg (Loy 0/Con 0):  Sindri's worthless pothead brother.  He runs a grow-op, and is a small time chemical drug dealer in the Ork Underground and near some of the quieter entrances/exits to that area.  Heavy into Deepweed Smuggling as well.  Often gets too stoned to remember to pay his rent, or treat his lady right, and often needs a place to crash, and found out his brother was home five seconds after he hit the Sprawl.  Only a blood relation keeps Sindri from killing him for all the slights and insults Chuck throws his way about “Abandoning his heritage”.  Dwarf SINner with a criminal record (3 Counts of Possession With Intent To Distribute, plea bargained down to Possession.)

Freki (Cyberwolf)
Black wolf almost as large as his master due to the obvious muscle augmentation.  Domesticated, but still feral when ordered to attack, or in defence of his mistress and master (In that order.).  Only understands the Salish language.  Some of his fur shows slight signs of scars from blades and bullets, white fur growing over the scar tissue.

B:  2(+2); A:  4; R:  3; S:  3; C:  3; Int:  3; L:  2; W:  3;
Init:  6; IP:  2
Edge:  3
Essence:  3.35
Cybernetics:   Ceramic Bone Lacing, Flare Compensation, Sound Dampener, Digestive Enhancement, Muscle Replacement (1)
Skills:  Infiltration 2, Perception 2, Tracking 2, Unarmed Combat 4
Training:  Moderate (Sit, Come, Speak, Shake, Fetch, Follow, Stay, Navigate Objects, Dodge, Bite/Don't Bite, Attack or Defend on Command.)
Attack:  Natural (Bite), DV:  4P
Armor:  2/0
Movement:  10/50
« Last Edit: <09-04-11/1711:46> by CanRay »
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UmaroVI

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« Reply #1 on: <08-30-11/1138:05> »
Banishing is a trap option; you can Powerbolt spirits better and more safely than you can Banish them already.

You have a whole lot of skills at mid-to-low ratings. If you care about karma efficiency, that is bad, and you should try to adjust them to some 1s and some 4s, or drop the ones you don't really need to start with (like First Aid).

Why does he speak Celtic? That seems a bit out of place. If he's going to speak a dead language it should probably be Old Norse. It's also probably pretty hard to have Norse Mythology 3 when you can't read any of the Norse sagas except in translation.

Who is he prejudiced against?

Knowing both Lightning Bolt and Powerbolt is a bit redundant. Since you're (presumably) trying to be all thematic with the Thor thing, I would consider Lightning Bolt, Soundwave, and Stunbolt, which gives you lightning, thunder, and a good standby spell. I would also consider trying to pick up more spells so you have more utility outside of zapping people; Increase Charisma might be handy.

You're not really very good with using your commlink but you have a good and expensive one. Instead of running rating 5 programs with a 1 or 0 skill, consider running rating 3 programs with a rating 3 agent (and getting a rating 6, Optimization 3 analyze if you are worried about computer security). This would also let you have less System/Response but still be just as good, and cost you less.

Your armor is a bit odd; none of your suits will get you to the encumbrance cap you have with 4 body, and why don't you have FFBA?

You've got pistols, but you aren't very good with them. I would suggest going to Pistols 1 with a Specialization, getting yourself smartlink on some contact lenses, and also using better pistols. If you just want to carry pistols because Rugers are cool, and you don't care if you suck with them, then I would go down to 1 pistols anyways and spend the points being good at other stuff.

You can summon Guardian spirits, whose chief piece of coolness is that they can use weapons. I would suggest carrying around a "guardian spirit care package" so you can arm them. An Ingram White Knight with some inexpensive mods can make a guardian spirit with Heavy Weapons highly effective at fighting.

I'm assuming you already know the whole "it would be a clear boost to this character's effectiveness to scrape up points for a force 4 power focus, a force 3 sustaining focus, and Increase Reflexes" thing and decided you wanted to go for a less efficient character on purpose, but just in case I figured I'd mention it.

baronspam

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« Reply #2 on: <08-30-11/1224:56> »
Edit: Didn't notice who had started the thread.  Based on the number of Canray's posts I am going to assume most of these design choices are intentional, and the character is build to specific campaign standards.  I will leave my post in case it is instructional to anyone else.

Talk with your GM about expected power levels and suggest dice pool totals for the campaign. If he feels your characters is in line for what he has in mind, great, but if you want to increase mechanical effectiveness there are certainly some ways.

As Umaro suggested, consider some Foci.  If your character is primarily a combat mage then I do think you really want increased reflexes and a sustaining focus for it.  The benefit of more IPs can not be overstated.  Also, a Power focus is a very efficient way to increase your dice pools that involve your magic total.  A r2 would  cost you 12 build points including the bonding cost.  An r4 would cost you 29 build points including the Restricted Gear quality and the bonding cost.  While 29 sounds like alot, keep in mind that raising your magic from 5 to 6 cost 25, and this gives you 4 dice instead of 1.

The other place you might leverage some greater mechanical effectiveness is your skill selection.  I would agree that banishing is not a good use of points.  Banish by brute force when needed, not the banishing skill.  Considering your high charisma some social skills are a reasonable choice, but do you really need the whole influence group or could you get buy on Con and Etiquette? (if the group has a dedicated "face" you probably can) I also think that the Sorcery group is better broken up.  Ritual spellcasting, while sometimes useful, honestly comes up rarely.  I think its a skill that can be skipped or taken at 1 at chargen and raised with karma.  If spellcasting is your main focus, and I assume from your choice of mentor spirit it is, then I personally would want a higher spellcasting to start with and maybe specialization as well. 
« Last Edit: <08-30-11/1342:35> by baronspam »

The Big Peat

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« Reply #3 on: <08-30-11/1428:30> »
I like the story. I presume you know your group's power levels, so I'm not going to comment too much on that.


Skills:
Banishing 1,

A solitary point feels as useful as tits on a bull tbh. Unless its very much how you see the character, I'd drop it.

Quote
Language:
English:  N, Celtic 3,[/b]

Do you mean all Celtic languages? Or an ancient proto-celtic language? While I disagree about needing old Norse for Norse mythology, something like Old Norse - or Icelandic, or a modern Scandinavian languge, or German, would seem to make more sense.

Quote
Mentor Spirit (Dragonslater; AKA:  Thor)

"Dragons suck!"
"Huh, call that firey. My cousin wouldn't forge a paperclip at that heat!"
"Oi, Mister, you might want to duck this one, its going to hurt your pretty scales"

Great idea, but don't you think Loki is more appropriate? :p

(funny typo is funny)

Think thats all I've got to say actually.

CanRay

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« Reply #4 on: <08-30-11/1611:46> »
Banishing is a trap option; you can Powerbolt spirits better and more safely than you can Banish them already.
Good point.  I'll move that single point.

You have a whole lot of skills at mid-to-low ratings. If you care about karma efficiency, that is bad, and you should try to adjust them to some 1s and some 4s, or drop the ones you don't really need to start with (like First Aid).
GM is asking for a combo character.  So Mid-Ratings is what's needed.  Face/Magician is the idea.  Maybe get rid of First Aid, Medkits do it for you anyhow...  And I always ensure my characters have a few hanging around.  Probably take Dodge, which is damned useful and I kick myself for not taking.  Defaulting on Dodge not a good thing!

Why does he speak Celtic? That seems a bit out of place. If he's going to speak a dead language it should probably be Old Norse. It's also probably pretty hard to have Norse Mythology 3 when you can't read any of the Norse sagas except in translation.
Celtic was in the list of the languages using the character creator I was using.  Old Norse wasn't.  Might switch that to German or Swedish, however, as Ásatrú is the modern interpretation of the Norse Religion (And often referred to as "Germanic Neopaganism".).

Also, Celtic probably isn't as dead as most people think.  Or, rather, it's only slightly more dead than Latin, and look how many people know that IRL.  Finally, I'm sure the Elves that aren't Poncy Tir Mo'Fos probably still like to have a bit of "Their Own Culture" going as well.  Nas is still going to punch them in the face and demand they "Speak American, Damnit!  I'm from TEXAS!"

Who is he prejudiced against?
Damn, knew I forgot something.  I'll add it in a second, but Winternight Cultists and people who think all Ásatrú are members of Winternight.

Knowing both Lightning Bolt and Powerbolt is a bit redundant. Since you're (presumably) trying to be all thematic with the Thor thing, I would consider Lightning Bolt, Soundwave, and Stunbolt, which gives you lightning, thunder, and a good standby spell. I would also consider trying to pick up more spells so you have more utility outside of zapping people; Increase Charisma might be handy.
Soundwave would be great, except for the noise thing.  Remember, Shadowrun = subtle.  Powerbolt for the quiet times, Lighting Bolt when it's hit the pot.  :P  Also, most of my characters get Flare Compensation/Sound Dampeners, so I assume the opponents do as well, which limits its use.  Tiny bit of Metagaming, but if the character has that gear, why not assume his opponents do as well?  ("They were bigger and bulkier back in the day, however...")

You're not really very good with using your commlink but you have a good and expensive one. Instead of running rating 5 programs with a 1 or 0 skill, consider running rating 3 programs with a rating 3 agent (and getting a rating 6, Optimization 3 analyze if you are worried about computer security). This would also let you have less System/Response but still be just as good, and cost you less.
Didn't read the background of the contacts, did you?  And, IIRC, all those programs use the Computer skill.  Oh, wait, Browse uses Data Search.  Well, I know where that point is going now.  The Agent thing, well, he doesn't know much about much with CommLinks yet (Just came out of Hoopslot, Nowhere, SSC where they didn't even have the Wireless Matrix!), so he's working on slowly learning himself up again.

Your armor is a bit odd; none of your suits will get you to the encumbrance cap you have with 4 body, and why don't you have FFBA?
Different outfits, different uses.  FFBA, that has its advantages as well.  Just, I don't know, something smacks to me of Munchkining with it...  Personal preference.

You've got pistols, but you aren't very good with them. I would suggest going to Pistols 1 with a Specialization, getting yourself smartlink on some contact lenses, and also using better pistols. If you just want to carry pistols because Rugers are cool, and you don't care if you suck with them, then I would go down to 1 pistols anyways and spend the points being good at other stuff.
Never can understand why everyone is so gung-ho on smartgun links.  Put this down to personal preference and move on.

As for pistols, easy to conceal, easy to get a license for (Try to get a fake permit for that Machine Pistol past a security guard!), and ubiquitous.  Watch Predator II again, the Subway Scene.  Yeah, the world is like THAT.  Notice that even the punks don't have SMGs.  The reason most of my characters actually carry pistols is to encourage them not to get into fights in the first place, as they'd be outgunned.  A bit of psychological warfare upon oneself.  That said, the Ruger Super-Warhawk puts 'em down fast and hard, while the Colt Government Model 2066 does it decently quiet.

Let the Street Samis and Muscle carry the big guns, the rest should stick with stuff that won't make them prime targets so they can plink away with something that still does some decent damage.  Character concept and design principal for me.  "Why carry a firearm at all?" might be the next question, well, it's easier to swing out a huge fraggin' revolver and put a little red light on someone to get their attention than it is to hit them with lightning and try to question a corpse.  Less Drain, too.

BTW:  I like the look of Smith & Wesson Revolvers over Rugers, with some Colt Revolvers being almost as damned cool.  But noooooooooooooooooooooo, I don't have stats for those, do I?   >:(

You can summon Guardian spirits, whose chief piece of coolness is that they can use weapons. I would suggest carrying around a "guardian spirit care package" so you can arm them. An Ingram White Knight with some inexpensive mods can make a guardian spirit with Heavy Weapons highly effective at fighting.
Why carry them around when they can be taken off the bodies of dead enemies.  Less ballistic evidence that follows back to you as well.  Gets even more twisted when the concept of the spirit summoned is one of the "Death Guard" of the characters, and they watch Bob, who just died, pick up his own weapon and shoot back at them.  ;D

I'm assuming you already know the whole "it would be a clear boost to this character's effectiveness to scrape up points for a force 4 power focus, a force 3 sustaining focus, and Increase Reflexes" thing and decided you wanted to go for a less efficient character on purpose, but just in case I figured I'd mention it.
Maybe it's because I remember reading about Focus Addiction in the fiction, but I have a strong dislike to relying on such things.  I'll take some low-level ones at times, but...  Put it down to character background, and he sold his off for seed money when he left Seattle and they've been rebound to other magicians.

Edit: Didn't notice who had started the thread.  Based on the number of Canray's posts I am going to assume most of these design choices are intentional, and the character is build to specific campaign standards.  I will leave my post in case it is instructional to anyone else.
Nice to be appreciated.  ;D

The other place you might leverage some greater mechanical effectiveness is your skill selection.  I would agree that banishing is not a good use of points.  Banish by brute force when needed, not the banishing skill.  Considering your high charisma some social skills are a reasonable choice, but do you really need the whole influence group or could you get buy on Con and Etiquette? (if the group has a dedicated "face" you probably can) I also think that the Sorcery group is better broken up.  Ritual spellcasting, while sometimes useful, honestly comes up rarely.  I think its a skill that can be skipped or taken at 1 at chargen and raised with karma.  If spellcasting is your main focus, and I assume from your choice of mentor spirit it is, then I personally would want a higher spellcasting to start with and maybe specialization as well. 
All good points, going for background for the reason for these choices for the most part.  Even Ritual Spellcasting ("Detect Individual" is only useful if you have Ritual Spellcasting as far as I can figure out.  But, hey, look at my gaming time, what the hell do I know?).

The group needs a Face, so I've been tapped for that (Hense Dragonslayer as well, making a Combat Magician that's also a Face, note that I took Negotiation as my choice for skill boost from that.  And "Trustworthy:  Con" for one of the Positive Qualities.).  Honestly, the only skill in the group that I'm not as likely to use is Leadership (Does anyone ever use that?), but the other three skills come up enough that it's just a free skill at less point cost.

Also, it does make sense for the character, in the midst of battle, to be laughing like a madman waving his pistol around, and rallying the 'Runners into taking on the Big Scary Thing From Hell™, so Leadership might come in handy after all.

Thanks for all the suggestions, folks!

EDIT:  Surprised no one pointed out the lack of a Magical Lodge.  :P  Slipping, folks!  ;)  Reason for this is he just got back to town and is still getting set up.  Most of his gear is old stuff from when he was a Shadowrunner, and some stuff from the Ranch where he and Sally lived, as well as what was in the SUV when he drove over the wall and into the Sprawl.
« Last Edit: <08-30-11/1620:00> by CanRay »
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baronspam

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« Reply #5 on: <08-30-11/1628:06> »
I don't remember to exact rule off the top of my head, but you have to be using metric craptons of foci before focus addiction comes into play (if you are not taking it at character creation on purpose.).  Its something like more than magicx2 foci before you have to start making addiction tests.  Passing on foci all together out of fear of addiction is like not putting 'ware on your street sami because you are afraid of cyber psychosis.  In the overwhelming majority of games its only an issue for your character if you choose to make it part of the character story.

On the other hand, if your dice pools fit the suggested power guidelines for the table and you like the character as is, maybe avoiding foci is one of his personality quirks.

But from a mechanical point of view, a power focus and a sustaining focus or two will not put you into focus addiction.

CanRay

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« Reply #6 on: <08-30-11/1632:30> »
I'm going to go storyline wise that he's starting out "Ghetto" again and has to build back up, and he has a Talismonger Contact to get some Foci when cash comes available.  (Well, as Ghetto as you can be in a Ares Humvee Civic  ;D .).

My GM doesn't seem to have shown any issues with the build, and I just linked him this thread to show what's going on and my reasons for doing things.
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UmaroVI

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« Reply #7 on: <08-30-11/1849:24> »
Celtic was in the list of the languages using the character creator I was using.  Old Norse wasn't.  Might switch that to German or Swedish, however, as Ásatrú is the modern interpretation of the Norse Religion (And often referred to as "Germanic Neopaganism".).

Also, Celtic probably isn't as dead as most people think.  Or, rather, it's only slightly more dead than Latin, and look how many people know that IRL.  Finally, I'm sure the Elves that aren't Poncy Tir Mo'Fos probably still like to have a bit of "Their Own Culture" going as well.  Nas is still going to punch them in the face and demand they "Speak American, Damnit!  I'm from TEXAS!"
I think the "Elf Culture" types speak Sperethiel.

Swedish is a descendant of Old Norse, but German actually isn't. Danish, Norwegian, and Icelandic are all modern languages that descend from Old Norse.

Quote from: CanRay link=topic=4648.msg69848#msg69848 date=1314735106
Soundwave would be great, except for the noise thing.  Remember, Shadowrun = subtle.  Powerbolt for the quiet times, Lighting Bolt when it's hit the pot.  :P  Also, most of my characters get Flare Compensation/Sound Dampeners, so I assume the opponents do as well, which limits its use.  Tiny bit of Metagaming, but if the character has that gear, why not assume his opponents do as well?  ("They were bigger and bulkier back in the day, however...")
I think it's an iffy choice compared to Stunball, but not a bad one - I was thinking more in terms of the Thor theme. If you want more subtle, I would take Stunbolt, Stunball, and Lightning Bolt, which still leaves you with 3 spells for 3 things, rather than 3 spells for 2 things.

Quote from: =CanRay link=topic=4648.msg69848#msg69848 date=1314735106
You're not really very good with using your commlink but you have a good and expensive one. Instead of running rating 5 programs with a 1 or 0 skill, consider running rating 3 programs with a rating 3 agent (and getting a rating 6, Optimization 3 analyze if you are worried about computer security). This would also let you have less System/Response but still be just as good, and cost you less.
Didn't read the background of the contacts, did you?  And, IIRC, all those programs use the Computer skill.  Oh, wait, Browse uses Data Search.  Well, I know where that point is going now.  The Agent thing, well, he doesn't know much about much with CommLinks yet (Just came out of Hoopslot, Nowhere, SSC where they didn't even have the Wireless Matrix!), so he's working on slowly learning himself up again.
[/quote]
See, if I was a pro setting up someone who didn't know much about computers, I'd probably give them an Agent. It's like Clippy, except not terrible. "I see you're trying to research Renraku. Would you like some help with that?"


Quote from: CanRay link=topic=4648.msg69848#msg69848 date=1314735106
Different outfits, different uses.  FFBA, that has its advantages as well.  Just, I don't know, something smacks to me of Munchkining with it...  Personal preference.
Even without FFBA, you should probably own SecureTech Arm/Leg casings - most of your clothing sets are under 8/8, and it gives you the option of strapping on extra armor quickly.

It also would probably be a good idea to own an Armor Jacket. That plus your PPP helmet is 8/8, it's not super expensive, and while you can't wear it to fancy dinner parties, Shadowrunning isn't all fancy dinner parties; I'd think a runner would want to cough up a few hundred nuyen for good armor, for the times when it's called for.


CanRay

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« Reply #8 on: <08-30-11/1907:40> »
But then I wouldn't be in a Lined Duster, the default uniform of Shadowrunners everywhere!
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The Big Peat

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« Reply #9 on: <08-30-11/1928:45> »
I probably shouldn't be getting sidetracked into this giant grove of linguistic nitpicking and pedantry but... well, Latin and Celtic are different things. What with Latin being a language, and Celtic being a family of languages. Further divided into sub-families and so on. The surviving Celtic languages aren't even part of the same sub-family. This is roughly akin to deciding your character would have English as a lanague, and putting down Germanic instead. So, the character builder is wrong.

Also, I'd have thought that out of the elves who wish to have some sort of elven culture without buying into Tir philosophy/speaking Sperethiel/practicising Carroleg etc.etc. and decided to make their choice based on ancient legend... well, I'd have thought Germanic languages would been at least as popular as Celtic ones. But thats a side issue. Basically, Celtic isn't a language. Unless you count proto-Celtic. Which was last used, at the most favourable estimate, at 800 BC (I'm using wiki here, so might be wrong, but probably isn't) and is undoubtedly dead as a doornail.

Yeah.. but finally, to get back to the point; by all means pick a Celtic language, even though I believe a Germanic one would make more sense. But actually pick one of the languages, unless your GM allows you to know entire language families at a go. If I was your GM, I would be 'nooo' at that suggestion. Maybe sub-families at a pinch in this case. I've heard Irish Gaelic speakers say they can pick out odd phases in Scots Gaelic for example.

p.s. the closest modern day language to Old Norse, if you care, is Icelandic.

CanRay

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« Reply #10 on: <08-30-11/1931:20> »
OK, bowing to peer pressure and changing the language to Icelandic.  Although I'm still steering towards Swedish as I've had to type in that a time or five.  (I had to type e-mails for a house guest.).
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UmaroVI

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« Reply #11 on: <08-30-11/1953:14> »
I was assuming the character creator meant "proto-Celtic." Otherwise I agree with you Peat.

Artighur

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« Reply #12 on: <08-30-11/2051:34> »
I probably shouldn't be getting sidetracked into this giant grove of linguistic nitpicking and pedantry but... well, Latin and Celtic are different things. What with Latin being a language, and Celtic being a family of languages. Further divided into sub-families and so on. The surviving Celtic languages aren't even part of the same sub-family. This is roughly akin to deciding your character would have English as a lanague, and putting down Germanic instead. So, the character builder is wrong.

Also, I'd have thought that out of the elves who wish to have some sort of elven culture without buying into Tir philosophy/speaking Sperethiel/practicising Carroleg etc.etc. and decided to make their choice based on ancient legend... well, I'd have thought Germanic languages would been at least as popular as Celtic ones. But thats a side issue. Basically, Celtic isn't a language. Unless you count proto-Celtic. Which was last used, at the most favourable estimate, at 800 BC (I'm using wiki here, so might be wrong, but probably isn't) and is undoubtedly dead as a doornail.

Yeah.. but finally, to get back to the point; by all means pick a Celtic language, even though I believe a Germanic one would make more sense. But actually pick one of the languages, unless your GM allows you to know entire language families at a go. If I was your GM, I would be 'nooo' at that suggestion. Maybe sub-families at a pinch in this case. I've heard Irish Gaelic speakers say they can pick out odd phases in Scots Gaelic for example.

p.s. the closest modern day language to Old Norse, if you care, is Icelandic.

As an Irish Gaelic student, I say +1 to you sir :)

EmperorPenguin

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« Reply #13 on: <08-30-11/2343:57> »
The rest of the table are brand new to the game and have not done any sort of build optimization.  This character, as he sits, should in no way hinder or disadvantage you in the game.  I appreciate the optimization advice being given, but too much of that will push the character outside the power level of the game.

Oh, and as an aside, while Magician and Face were gaps at the table, you are totally able to take any approach that you wanted.  It's important to me that you bring the character you want to the table.  Of course, you seem to produce them prolifically so I'm sure you're OK with it.
« Last Edit: <08-30-11/2347:27> by EmperorPenguin »

CanRay

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« Reply #14 on: <08-30-11/2345:39> »
And thus the GM has spoken.  No Powergaming for me.

...

Not that I'd do that.  STORY, that's the key!  All the stats in the world won't make up for a piss-poor story!
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