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Need input on elf face/mage, overwhelmed by all the options.

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Skazz

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« on: <02-19-12/1937:16> »
My buddy is starting a campaign next month. Before I decided on the concept below, I built a Japanese ork martial artist adept. As the first ork in a Japanese xenophobic corporate human family, he was shunned by his family and ended up in the shadows. However, this character was so specialized and one-dimensional that he just wouldn't work in a party. Besides, I always play this kind of character: big, strong, dextrous, min-maxed and uncouth.

Now, I've decided to move out of my comfort zone by playing a) an elf, b) a mage, and c) the party face. Now I need to combine these three factors into a character that is cool as well as effective. I'm still very much a min-maxer who likes to play the most powerful character possible within the rules. I don't like leaving things to chance, and I compensate with big die pools. There's a house rule in effect where we get CHAx3 in free contact points, which meshes very well with the whole shaman/face/elf thing.

So I was thinking, an elven mystic adept with maximum charisma, kinesics, some pornomantic bioware, an emotitoy and every little edge he can get. I just don't know how to balance the different aspects to maximum effect. I'm thinking high CHA = high drain resistance = stunbolt cannon. Also, a few mind control spells. Focus adept powers and bioware on social die pools.
Or should I drop the adept powers in favor of full magicianship so I don't have to spend a whole power point on astral perception? All these choices are overwhelming me, I just don't know where to start! There's just too much to focus on at the same time. Attention Deficit Disorder isn't helping either.

I know this sounds like "please build my character for me", but all I need is some pointers. What powers/tech/spells are worth it, etc?

EDIT: Forgot to mention that any negative qualities that I can explain are allowed, pretty much. -35 BP is not the limit if it fits the background.
« Last Edit: <02-19-12/1951:38> by Skazz »

Tsuzua

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« Reply #1 on: <02-19-12/2016:39> »
A good start for a mage face is Umaro's Spirit Medium.  He didn't make her at "full power" though the use of SURGE or emotoys though.

Glyph

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« Reply #2 on: <02-19-12/2055:03> »
Looking at social modifiers:

Tech: An emotitoy is a bad idea. The toy may be socially acceptable in and of itself, but it is still announcing to a Johnson that you will be using empathy software against him.  Empathy software, while more expensive, is still relatively cheap.  By the rules, all you should really need for it is a microsensor and contacts with an image link.  A lot of GMs try to shoehorn the Unwired rules in there, though, so you may need a high-Response commlink to run it.  Be sure your GM allows empathy software to work - a lot of GMs ban or nerf it.

Magic: 2 points of magic into adept powers can get you Kinesics: 3, commanding voice, and something else like sustenance or an improved sense.  If you plan on getting astral perception and some 'ware too, though, then even a hard-maxed Magic would only leave you 2 points of magic for magery - that's not enough.  You might want to think about going pure mage, instead.

Spells: Spells like alter memory, influence, and others are useful, but are not a good substitute for actual social ability.  They are better off used against hostile targets, because they will tend to create a lot of animosity when you use them on people.

SURGE: Glamour is obviously a choice quality to pick.  The downside is that it makes you dangerously memorable and distinctive.  It is not a good idea for the type of face who tries to blend in, but is fine if you are a flamboyant or seductive type of face.

Skills: Influence group, obviously.  Intimidation, at least rating: 1 so you aren't defaulting to resist it.  Magery is expensive, so don't be afraid to start out with a 1 or 2 and let your high Charisma (and other modifiers) do the heavy lifting at first.

Qualities: Some mentor spirits give a bonus to a social skill.  First impression is also very good.

Augmentations: You can get tailored pheromones: 3 and a vocal range enhancer, along with minor cosmetic biomods, and have some Essence to spare (0.6 points if you get cyberware, 0.30 points otherwise).  I would not get enhanced pheromone receptors, which can turn from a positive to a negative modifier far too easily.


Overall advice:  I think the best bang for your buck would be an elven mage, with a high Charisma, empathy software, and one Essence point of augmentations, possibly with some useful qualities to give a few more dice.  Mystic adept is tempting, but spreads you too thin.  It offers the best potential for future growth, but it will hit you hard at the start of play.

All4BigGuns

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« Reply #3 on: <02-19-12/2129:27> »
Also with mystic adept, you need to talk with your GM and see if they're following the actual rules or the contradictory stuff in the FAQ.
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