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First-time concept help

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LazyNinja

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« on: <02-02-12/0932:13> »
Hi all,

My first Shadowrun game is coming up next week. Normally I'd read all the books first, but I'm a bit pressed for time. So I thought I'd ask if any of my character concepts are possible/effective in this system, to trim down what I need to look at. We're using errata'ed KarmaGen for a one-shot.

+ Healer. Focused on making sure no one in the party dies. I know this system is gritty, so I don't know if it's a reasonable goal. Also looks like you can only Heal a wound once?
+ Lucky Bastard. Relies on high Edge, and since it's a one-shot burns Edge without qualm. Pumping one attribute very high seems to be expensive. Is living on Edge not economical build-wise?
+ Sneak-o-Scope. Hears/sees/feels/senses everything. Walls don't matter with clairvoyance.

Or some combination (again, I'm not sure how Karma-intensive these concepts might be). Rest of the party is a Satyr face with demolitions, an Elf mystic adept with pistols, a Troll hacker, and something as-yet-undetermined. Thanks!

Lethe

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« Reply #1 on: <02-02-12/0946:33> »
Mentioning clairvoyance i assume its gonna be a mage? Mages in general are the most karma intensive concepts. Mages with high edge and high magic are almost unheard of as its quite expensive to increase both in addition to normal attributes. Especially so in karma-gen, where those special attributes are limited by the 'max half of karma for attributes' limitation.

JustADude

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« Reply #2 on: <02-02-12/1012:19> »
There are a few key spells for any mage. You should have Spellcasting 6, so you can start with 12 spells. Among those, I'll recommend you have the following:

Stunbolt: The good ol' standby for dropping a target in one shot. Low drain means you can amp the force up with minimal risk.

Blast / Lightning Bolt: Pick one or the other. Use it to blow up cars, drones, attack helecopters,  and anything immune to Stunbolt.

Improve Reflexes: IP booster for mages. Cast it at Force 4 to max out your IPs, and don't ever go higher or lower. Also, get and bond Rank 4 Sustaining Focus ASAP to handle this without a sustaining penalty.

Heal: Can only be used once per injury, but saves a fortune in medical bills.

Improved Invisibility: Can't geek someone if you can't see them.

Elemental Cloud (ANY): Big Suppressive Fire zone that you can sustain infinitely. Drain's a bit high, but well worth it.

Elemental Wall (Metal): Big wall of metal on command. Great for cover, blocking followers, and other mayhem.

Levitate: 200kg per hit, moved at Force x Net Hits per turn. Many, many uses, including dangling uncooperative people 50 meters and threatening to cut the spell.

Slow: Broken-powerful. Reduces movement speed of any object in the AoE zone to 1 meter per second. Specifically mentioned as being efficacious against bullets, explosions, and falls.
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Tsuzua

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« Reply #3 on: <02-02-12/1240:57> »
I don't know the fine details of karmagen, so I don't know if you can afford everything. 

1.) In combat healing isn't really possible in SR.  Out of combat healing is quite viable and reasonably quick (on the order of < 1 minute).  The two major ways to heal is First Aid and the Heal spell. 

First Aid needs lots of dice.  Since it's a threshold 2 test, you need 3 hits to heal that first box of damage.  Every additional hit heals another box.  Thankfully rating 6 first aid kits are cheap so you'll want to grab one for +6 dice.  The first aid kit also can replace your skill (or provide it).  I suggest using the Augmentation rule that your max boxes healed is equal to your skill or the rating of your medkit whatever is higher.  Otherwise, having only a few ranks of first aid is either useless or worse than useless. You'll want a good logic score as well. 

Heal uses your spellcasting roll so all you need is a good spellcasting roll.  If you're a mage / mystic adept, you'll want spellcasting 6.  Depending on the rest of your character, you can grab a health related mentor spirit and specialization.  If you do choose to focus on health spells, be sure to pick Increase X spells especially ones for mental attributes.  They're one of the few ways to increase mental attributes.  Increase Charisma for example will make faces love you long time.

There are some details to keep in mind. Always remember to first aid first and then cast heal.  Not only does it reduce drain, it's the only way to stack first aid and heal on the same target (SR4A 252).  First Aid can heal stun while Heal can't.  Also First Aid works on drains and Heal can't.  Both work on Fade however. 

If you want to do both, I would suggest an augmented logic based mage with cerebral boosters.  You'll have a good logic score for both drain and skill tests.  As long as you keep your magic at 4, you'll be good caster.

2.) High Edge is going to be expensive in karmagen.  However, you might be able to afford a decent edge score in the 4-5 range.  I don't know.  However, I recommend against "well it's an one shot burning edge is fine!" since that's extremely metagamey.  That's a personal taste thing so you can disregard it.

3.) What do you mean by sense everything?  You can use detection spells or have a really good perception check and sensors.  With a decent Intuition and perception skill, you can get a good check.  With vision and audio enhancement, you get +3 to your most commonly used senses.  The attention coprocessor is cheap and essence friendly, and gives you +3 dice to perception tests.  With Intuition 4, Perception 4, and gear, you can easily get a 14 perception dice pool. 

For sensors, the ultrawideband radar from Arsenal lets you see though walls.  Spy Games has some useful sensors as well.       

All4BigGuns

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« Reply #4 on: <02-02-12/2000:22> »
My main suggestion is to get your GM to abandon the travesty that is karma generation.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen