Hello, I've been a gamer for a long time, just never got into Shadowrun (been mainly into WhiteWolf). Have been reading the rule books and a dozen (so far!) novels these past months, and am now ready to start playing (I live in Paris, France, and am now hooked up with gamers here, so will be taking the character to the GM, of course, but wanted to get some insight here first, to at least have a solid base)... and here is the character I've come up with, and that I am offering to your critical minds! (I'd like to thank the frequent posters here, since I've read many topics, that have lots of good info', including the updated beginner characters of course!).
The idea behind the character is to have a pure mage (no Cyber... pre game mishaps!) who has a basic set of offensive spells, can Counterspell, and heal... and will probably get into using Spirits (pretty basic Mage I guess). His "specificity" in the group being to help scope things out , mainly checking places out before entering and as the group goes along, to be forewarned, maybe finding "hidden" rooms/objects...
Concept: "Rastamage"
(400 BP build)
Metatype: Ork (20 BP = 380 BP left)
Positive Qualities: (30 BP = 350 BP left)
* Magician (15 BP)
Rastafarian Tradition - Drain: Willpower + Intuition
Combat: Man - Detection: Beast - Health: Plant - Illusion: Water - Manipulation: Guide
* Mentor Spirit (5 BP)
The Wise Warrior (“The Lion of Judah”)
Advantages: +2 dice for Combat and Detection spells
Disadvantages: –1 die to all tests if acting dishonorably, until the character atones for her action
* Restricted Gear (5 BP) – Power Focus
* Restricted Gear (5 BP) – Sustaining Focus
Negative Qualities: (+35 BP = 385 BP left)
* Moderate Addiction (10 BP) to Deepweed
* Ritual Geas (10 BP) once a day, character must perform a “Reasoning” (Rastafarian discussion, or scripture reading, while smoking Ganja)
* Sensitive System (15 BP) immuno-suppressive problems with implants (in this case due to the years of Ganja & Deepweed smoking?)
Physical & Mental Attributes: (180 BP = 205 BP left)
(each + is 10 BP, none capped)
4/9 (13) BOD + 1 = 5
1/6 (9) AGI + 1 = 2
1/6 (9) REA + 4 = 5
3/8 (12) STR + 0 = 3
1/5 (7) CHA + 2 = 3
1/6 (9) INT + 4 = 5
1/5 (7) LOG + 2 = 3
1/6 (9) WIL + 4 = 5
Question: is it a "must" to go for all 200 points in Attributes? In which case I would raise... CHA & LOG by 1 each? (and lower some skills)
Other Attributes: (60 BP = 145 BP left)
2/12 (18) INI = 10 (18)
(each + is 10 BP, none capped)
1/6 Edge +2 = 3
6 Essence
1 Magic +4 = 5
Question: is an average Edge good enough? Or better to either take none or more (Min/Max)?
Skills: (76 BP = 69 BP left)
(each + is 4 BP)
Spellcasting (MAG) +6
Counterspelling (MAG) +4
Summoning (MAG) +1 Could drop Summoning & Binding and take later? But seemed nice to try it out from the start
Binding (MAG) +1 Or drop one of the two (Binding)?
Assensing (INT) +1
Perception (INT) +4 I prefer "aware" characters, and fits concept & Detection; but: only put 1 in Perception?
First Aid (LOG) +1
Etiquette (CHA) +1 Seems like an important Skill, and character is spaced out but not anti-social; but...?
Question 1: is First Aid useful? I mean, if I use a rank 6 Medkit without any First Aid, I would only lose 1 die, not 1 + 1 for being unskilled, correct (I read that Medkit Rank replaces the First Aid skill?) and I have Heal spell too... Or is First Aid good in case of no Medkit etc.?
Question 2: is there a difference between Assensing & the spell Analyze Magic (Street Magic p.165)?
(beyond the difference of having to cast a spell and use a skill, I mean)
"This spell allows the subject to analyze a spell, spirit, astral form, focus, or other magical item/effect within range of the sense as if assensing it. To determine the information obtained, note the net hits and consult the Assensing Table (p. 183, SR4)."
It seems I could drop Assensing in favor of taking the Analyze Magic spell; but...?
Spells: (30 BP = 39 left)
(10 spells at 3 BP each)
Combat Spells
* Stunbolt Stun- seems like the go-to spell: lower DV & can be non-lethal etc.?
* Stunball Important to have single target + AoE, correct?
* Frost
Question: Seems important to have a 3rd spell, for non-sentient beings, correct? And Frost has lower DV than Lightning, and disrupts machines pretty much the same, is that why Frost is "better" than Lightning vs. Drones etc.?
Note: are Smoke spells any good at all? Could be funny to have Rastaman casting Ganja-smoke-balls!
Healing Spell
* Heal
* Increase Reflexes
Detection Spells
This where I feel I need the most help - although, maybe, my entire choices above will get ripped apart too!
So, I have 5 spells to choose here (unless there are some I "must" add to those above) and there are a dozen I find interesting.
My question would be to see if any are "better" than others, some not really useful, and which have higher priority than others?
In other words... HELP!
* Diagnose (as a tool for the healing role in a team? Or not that useful since that is mainly done after a run?)
* Analyze Truth (to see if people are lying... or is "everyone" lying all the time! Not interested in Mind Probe, too invasive re. character concept)
Can this be used with Sustaining Focus to detect lies while doing something else?
* Analyze Device (is it often one needs to use some object in this way?)
Can this be used with Sustaining Focus to keep on getting bonuses to use while doing something else?
* Detect Magic (not sure if useful?)
* Analyze Magic (as noted above, is this spell redundant with Assensing or different? Worth getting either or both?)
* Spatial Sense (seems very useful for scouting a place out etc.)
* Catalog (useful for locating something specific or finding hidden Credsticks?)
* Clairaudience (these spells seem grouped to me, any more useful than others?)
* Clairvoyance
* Astral Clairvoyance
* Mana Window (no idea if Mana barriers & Astral Mana barriers are used a lot?)
* Astral Window
Note: silly question, maybe, but... no Astral Clairaudience because there is no speech in the Astral?
Also, can these be used with Sustaining Focus to keep on getting seeing/hearing ahead while moving along and/or doing something else?
Gear: (36 BP = 3 BP left)
Power Focus – Force 4 – 100.000 Nuyen, meaning 20 BP + 4 BP to bind (24 BP total)
Sustaining Focus – Force 4 – 40.000 Nuyen, meaning 8 BP + 4 BP to bind (12 BP total)
Note: Going for a Force 3 Sustaining Focus saves 8 BP (5 from Restricted Gear, 2 for 10.000 Nuyen rebate, and 1 to Bind) but I felt that this Sustaining Focus can be used for various spells: Reflexes in general of course, but others in certain situations as noted above...
Question: it seems Force 4 Power Focus is the max' one can start with, was just wondering why... or could one start with a:
Power Focus – Force 6 – 150.000 Nuyen, meaning 30 BP + 6 BP to bind (36 BP total)
Leaves 3 BP for purchasing the rest of the gear ("I and I need to get dah good Deepwood, mon!")...
THANK YOU A LOT for your patience in reading all this, and even more if you have spent time in answering me!