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Human Chaos Mage

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Kaptain O

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« on: <11-20-11/2325:55> »
Here is the Human Chaos Mage for my shadowrun game, we are using some houseruled character creation rules you can find here:


400BP, SR4A Only - except Qualities, Traditions and Mentor Spirits from SM, AU and UN.
No Technomancers
Str reduces Recoil special rule
CHA x2 Free BP for contacts
Attributes: None can be "hardcapped", only one can be soft capped.
Skills: One at 5 OR Two at 4, the rest at 3 or less.
Gear: Max Avail = 10
Cyberlimbs: Head counts as partial limb, you may not customise a limb above your current stat.
Cyberware Upgrades: Once play starts runners may upgrade their starting ware into a higher rating by paying only the difference in cost.

I also gave each character a "special" item that broke the Availability rule and that they didn't have to pay for.  This character got a lvl 3 Power Focus.



and here is the character:



== Info ==
Street Name:
Name: Unnamed Character
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 6
Judge Intentions: 6
Lift/Carry: 5 (30 kg/20 kg)
Memory: 10
Nuyen: 0

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

== Derived Attributes ==
Essence:                   5.4
Initiative:                8
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         7
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         10

== Active Skills ==
Animal Handling            : 0                      Pool: 3
Animal Training            : 0                      Pool: 3
Arcana                     : 1                      Pool: 7
Archery                    : 0                      Pool: 2
Armorer                    : 0                      Pool: 5
Artisan                    : 0                      Pool: 3
Assensing                  : 1                      Pool: 5
Automatics                 : 0                      Pool: 2
Binding                    : 1                      Pool: 8
Blades                     : 0                      Pool: 2
Climbing                   : 0                      Pool: 1
Clubs                      : 0                      Pool: 2
Computer                   : 1                      Pool: 7
Con                        : 0                      Pool: 1
Counterspelling            : 3                      Pool: 7
Cybercombat                : 0                      Pool: 5
Data Search                : 1                      Pool: 7
Demolitions                : 0                      Pool: 5
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 2
Dodge                      : 1                      Pool: 5
Escape Artist              : 0                      Pool: 2
Etiquette                  : 0                      Pool: 1
First Aid                  : 1                      Pool: 7
Flight                     : 0                      Pool: 1
Forgery                    : 0                      Pool: 2
Gunnery                    : 0                      Pool: 2
Gymnastics                 : 0                      Pool: 2
Hacking                    : 0                      Pool: 5
Heavy Weapons              : 0                      Pool: 2
Infiltration               : 1                      Pool: 4
Instruction                : 0                      Pool: 1
Intimidation               : 0                      Pool: 1
Leadership                 : 1                      Pool: 3
Locksmith                  : 0                      Pool: 2
Longarms                   : 0                      Pool: 2
Navigation                 : 0                      Pool: 3
Negotiation                : 0                      Pool: 1
Palming                    : 0                      Pool: 2
Parachuting                : 0                      Pool: 2
Perception                 : 1                      Pool: 5
Pilot Ground Craft         : 1                      Pool: 5
Pilot Watercraft           : 0                      Pool: 3
Pistols                    : 1                      Pool: 4
Riding                     : 0                      Pool: 3
Running                    : 0                      Pool: 1
Shadowing                  : 0                      Pool: 3
Spellcasting               : 5                      Pool: 12
Summoning                  : 1                      Pool: 8
Survival                   : 0                      Pool: 3
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 2
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 1                      Pool: 4

== Knowledge Skills ==
Alcohol                    : 3                      Pool: 7
Area Knowledge: Seattle    : 3                      Pool: 7
Bars and Clubs             : 3                      Pool: 7
Combat Tactics             : 1                      Pool: 7
English                    : N                      Pool: 0
Gangs                      : 2                      Pool: 6
Magic Traditions           : 3                      Pool: 9
Magical Theory             : 3                      Pool: 9
Magical Threats            : 3                      Pool: 9
Security Tactics           : 1                      Pool: 7
Shadow Community           : 2                      Pool: 6
Spirits                    : 1                      Pool: 7
Underworld                 : 2                      Pool: 6

== Contacts ==
Fixer (2, 2)

== Qualities ==
Addiction (Mild) (Alcohol)
Cursed (Rating 1)
Magician
Mania/Phobia (Uncommon, Mild)
Mentor Spirit (Adversary)
SINner (Standard) (UCAS)

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + LOG (10))
Combat Sense (Detection)   DV: (F÷2)+2
Heal (Health)              DV: (Damage Value)-2
Increase Reflexes (Health) DV: (F÷2)+2
Influence (Manipulation)   DV: (F÷2)+1
Levitate (Manipulation)    DV: (F÷2)+1
Magic Fingers (Manipulation) DV: (F÷2)+1
Phantasm (Illusion)        DV: (F÷2)+2
Physical Barrier (Manipulation) DV: (F÷2)+3
Powerball (Combat)         DV: (F÷2)+3
Stunbolt (Combat)          DV: (F÷2)-1

== Cyberware/Bioware ==
Cerebral Booster Rating 1
Cybereyes Basic System Rating 4
   +Eye Recording Unit
   +Image Link
   +Flare Compensation
   +Low-Light Vision
   +Smartlink
   +Thermographic Vision
   +Vision Enhancement Rating 3
   +Vision Magnification

== Armor ==
Chameleon Suit            6/4

== Weapons ==
Ares Predator IV
   +Quick-Draw Holster
   +Silencer
   +Spare Clips
   +Smartgun System
   DV: 5P   AP: -1   RC: 0
Defiance EX Shocker
   DV: 8S(e)   AP: -half   RC: 0
Unarmed Attack
   DV: 1S   AP: -   RC: 0

== Commlink ==
Meta Link (1, 1, 1, 2)
   +Vector Xim
Novatech Airware (3, 3, 3, 3)
   +Iris Orb

== Gear ==
Ammo: Regular Ammo (Heavy Pistols) x60
Ammo: Taser Dart (Tasers) x20
Earbuds Rating 2
   +Audio Enhancement Rating 3
   +Spatial Recognizer
3x Fake SIN () Rating 3
   +Fake License (Magic) Rating 3
   +Fake License (Vehicle) Rating 3
   +Fake License (Cyberware) Rating 3
   +Fake SIN (Firearm) Rating 3
Handheld Sensor
   +Cyberware Scanner Rating 6
   +Radio Signal Scanner Rating 6
   +MAD Scanner Rating 3
Maglock Passkey Rating 3
Medkit Rating 6
Monofilament Chainsaw
Power Focus (bonded) Rating 3
Sustaining Focus (Detection) (bonded) Rating 2
Sustaining Focus (Health) (bonded) Rating 2
Sustaining Focus (Manipulation) (bonded) Rating 2

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Vehicle Sensor



Anything missing or any huge flaws?

Crash_00

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« Reply #1 on: <11-21-11/0206:43> »
I don't think Alcohol can actually be taken as an Addiction (As GM you can over ride that of course).

As with the street sam, I highly suggest going with Glasses/Contacts/Goggles instead of Cybereyes, especially for a Mage. Save that essence for bigger and better enhancements that will affect your abilities more.

Skills are a little low overall. I'd recommend dropping Computer and Data Search. Defaulting the character will come out pretty close to the same average anyway. First Aid I'd also ditch, between his logic and having a medkit, I think he's in a pretty good place already.

I'd drop unarmed and stack that point into dodge. The character has no business initiating an unarmed attack with a Str of 2, and melee combat can be avoided with Dodge + Dodge + Reaction or Unarmed + Dodge + Reaction. Likewise, the extra point in dodge would help against ranged attacks too (So Effective he'd be one die better and dodging bullets and two dice better at dodging melee if he dropped unarmed and went with a two in dodge instead). Better yet, he could stack the points into Gymnastics instead and use that for dodge and the other gymnastics uses (like tumbling and jumping).

Leadership isn't really doing the character any good at 1 point with a two charisma. I'd drop it and stack that point into either Assensing or Summoning.

I'm not really a magics person, so that's all I really noticed.

CanRay

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« Reply #2 on: <11-21-11/0211:51> »
I don't think Alcohol can actually be taken as an Addiction (As GM you can over ride that of course).
By RAW it can't.

Having seen the effects of alcohol addiction, I can tell you it's a nasty beast and should be allowed, if RPed properly.  I'd allow it with certain players, but not others myself.
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JustADude

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« Reply #3 on: <11-21-11/0221:46> »
I don't think Alcohol can actually be taken as an Addiction (As GM you can over ride that of course).
By RAW it can't.

Having seen the effects of alcohol addiction, I can tell you it's a nasty beast and should be allowed, if RPed properly.  I'd allow it with certain players, but not others myself.

Agreed; some of them just play it way too much for laughs and "booze hounding" without any of the other issues or personality traits associated with alcoholics.
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Crash_00

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« Reply #4 on: <11-21-11/0226:26> »
Well, its one of those complicated addictions and with SR4A striding for simplicity I can see not even trying to deal alcoholism. That said, I'd allow it in a house game, but the penalties shall be harshly enforced.

UmaroVI

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« Reply #5 on: <11-21-11/0656:55> »
Alcohol is explicitly allowed as an addiction.

SR4A 93
"A  character  with  the  Addiction  quality  is  addicted  to  alcohol,
drugs, BTL chips, or a similar substance with a detrimental effect on the
character’s health (note that nicotine, caffeine, and sugar do not count)."

IMO, it's worth just getting Trid Phantasm. There's simply too many technological sensors out there for a spell that won't work on them to have much use, and 1 drain is not worth that.

Cybereyes on a magician are defensible...but not rating 4 cybereyes. Rating 1 cybereyes with low-light and thermographic will let you use those senses to target people with spells. Then get goggles with the various vision magnification/flare compensation/etc stuff. Platelet factories, and leaving space for Pain Editor and higher-rating cerebral boosters later on, are both much better uses of your essence.

Right now you have major problems doing anything to hurt vehicles. I would drop Magic Fingers for an elemental attack spell.

What do you plan to use that Manipulation sustaining focus for? I don't think you have anything that you're going to want to sustain often enough to make it worth the price.

Crash's advice about which of your low-rating skills to drop is good.

CanRay

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« Reply #6 on: <11-21-11/1058:03> »
Damn.  That's what I get for going off my memory.  Go figure.

Ah well, just have to remember that I've been hit.  In the head.  A lot.
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All4BigGuns

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« Reply #7 on: <11-21-11/1133:52> »
The thing with First Aid is that the rating of the skill is the limit on how much you can heal if I remember right. So even a high logic and a good medkit won't help much.
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Tsuzua

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« Reply #8 on: <11-21-11/1146:53> »
The thing with First Aid is that the rating of the skill is the limit on how much you can heal if I remember right. So even a high logic and a good medkit won't help much.

That's why I strongly advise using the Medical Equipment rules in Augmentation since it's the higher of your medkit or first aid skill there.  If you go by the SR4A rules, things can get strange where defaulting on first aid is as good or much better than first aid 1. With a rating 6 medkit,  you'll need 8 hits to hit the limit of boxes heal which most wouldn't be able to reach.  That or just remove the cap.

Kaptain O

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« Reply #9 on: <11-21-11/1251:19> »
Ok, let me try with some answers/responses.

Cyber-eyes:  It was our understanding that you needed to pay essence in order to use the enhancement for spell casting purposes.  I see what you mean about only getting R1 eyes and putting the other stuff on contacts though to save room for future 'ware.  Will pass that on.

Computer/Data Search/First Aid:  The player felt they should have some rudimentary skill at these (it being 2072 and all) and wanted to lose the penalty for defaulting.  Is the problem here that he shouldn't have 1 pt in thos skills, or that he shouldn't get them at chargen because it's innefficient use of BP's?

Unarmed:  Will pass along, I think he just wanted to have "something" for combat, I'll suggest putting it into Dodge.

Leadership: the player just insisted on getting a point, for "character reasons"

Phantasm/Trid Phantasm:  I will pass that suggestion along.

Spell vs Vehicles:  I think we either thought Powerball would work or I clicked the wrong spell in Chummer, that spell should be an AoE damage spell that hits vehicles as well as people.  The player really wanted magic fingers.

Manipulation Sustaining Focus:  I assume he got it for Levitate?

All4BigGuns

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« Reply #10 on: <11-21-11/1259:10> »
Personally, being that this character is Awakened, I would advise dropping the 'ware period. Not only does it decrease your maximum Magic rating, but also your current. So to get that Magic of 4 you had to spend 40 BP to get a Magic rating of 5 before taking the implants. Just seems like a waste to me to put implants in a mage or adept.
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UmaroVI

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« Reply #11 on: <11-21-11/1429:22> »
Ok, let me try with some answers/responses.

Cyber-eyes:  It was our understanding that you needed to pay essence in order to use the enhancement for spell casting purposes.  I see what you mean about only getting R1 eyes and putting the other stuff on contacts though to save room for future 'ware.  Will pass that on.

Computer/Data Search/First Aid:  The player felt they should have some rudimentary skill at these (it being 2072 and all) and wanted to lose the penalty for defaulting.  Is the problem here that he shouldn't have 1 pt in thos skills, or that he shouldn't get them at chargen because it's innefficient use of BP's?

Unarmed:  Will pass along, I think he just wanted to have "something" for combat, I'll suggest putting it into Dodge.

Leadership: the player just insisted on getting a point, for "character reasons"

Phantasm/Trid Phantasm:  I will pass that suggestion along.

Spell vs Vehicles:  I think we either thought Powerball would work or I clicked the wrong spell in Chummer, that spell should be an AoE damage spell that hits vehicles as well as people.  The player really wanted magic fingers.

Manipulation Sustaining Focus:  I assume he got it for Levitate?

Not having rudimentary skill is Incompetence, not 0 ranks. You can default on those skills. The issue is that the character isn't good enough to do anything useful with the skills; either don't get them, or be good enough to do useful stuff.

Powerball can work against vehicles. But almost all vehicles will be OR 5, and this character throws 13 dice with it, so it is unlikely to do anything. An elemental spell would be much more effective against vehicles.

Kaptain O

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« Reply #12 on: <11-21-11/1453:20> »
Can you explain what is different about an elemental spell?

(sorry we are complete newbs)

Illume

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« Reply #13 on: <11-21-11/1620:11> »
Can you explain what is different about an elemental spell?

(sorry we are complete newbs)
He means an indirect combat spell with a secondary elemental effect(e.g Flamethrower, Lightning Bolt, Acid Stream, ect) They're better against drones/vehicles since they don't have to beat an objects OR like the direct physical spells. If you don't get enough hits to beat the OR(and as Umaro mentioned, its generally 5, which is hard to consistently hit), then it doesn't do anything at all, but you still have to soak the drain. Indirect combat spells are treated as regular ranged attacks, so the target gets a dodge roll to reduce net hits, and then gets to soak the damage if the attack hits them. They also have the above-mentioned secondary elemental effects, so they can be used to melt things, set them on fire, fry electronics, blah blah blah.
« Last Edit: <11-21-11/1628:00> by Illume »

UmaroVI

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« Reply #14 on: <11-21-11/1847:28> »
In particular, indirect elemental spells go against half impact. Vehicles ignore damage that doesn't do base higher than their armor (because that would do stun, and they ignore stun), so indirect elemental spells are one of the best ways to hurt them.