I've been throwing around this character Idea in my head for a couple of weeks now...
This is an Idea so far and I'm currently 30BP short
kicking out Elf and being plain Human would be possible
but I'm here to get ideas and criticism (positive hopefully)
Number Rundown:
agility will be 10 (4+6) plus a skill of 4 will be 14 dice to split for 6 weapons and then each seperate dice pool will get the following (situational) modifiers:
+2 specialization
[-2 offhand (ignored by adept centering)]
+4 Tacnet (which he runs centralized on his Commlink having 6 additional participants (each weapon contributes 8 sensor channels and therefore counts as a full valid participant)
+1 Tacnet specialization
+3 Tracer Ammo (yes with 6 submachine guns I think it's obvious someones shooting at you so we won't pass the chance on this +3 for full auto

)
which is a full 11 for each shot and 8 dice to add where we want them....
The rules on Tacnet optimization, dicepool splitting, multi-wielding, possessed attribute caps and the like are not to be discussed here but in their respective threads in the rules Section PLEASE!the character will have about 30 karma before the game starts which will go into 2 initiations (group discounted) with channeling metamagic and adept centering and the submachine specialization
he will try to summon a lvl 6 guardian (or should I choose a different one?) spirit to occupy his body and then use his 6 fully recoil compensated submachine guns to wreak havoc
if not in direct combat action he will use physical mask extensively to hide his unhumanly figure (I hope physikal mask can hide away 4 extra arms)
Where I'ld like to get input:
summoning and binding at 5 or one at 6 and one at 4?
Mentor spirit.... is bear even applicable to voodoo (as in does anyone know voodoo to that degree that he could find a fitting Loah that one could use with the Bear mechanics?)
are there more appliccable spirits for the character? (Sun for +2 to guardian spirits? (do the +2 help with drain?))
is it ok to leave out most of the physical skills and rely on task spirits when in need of them?
which type of spirit should I specialize if at all?
is commanding voice a valid choice to put the .25 magic points into or is there something else which could fit the character for 0.25 points? (vision enhancement should be left to contacts imho)
I want to play it safe with attribute caps and thus put all physical attributes 6 points below their respective maximum otherwise agility would go up for dice strength would go up to 4 so we could have a 2nd point of strength recoil compensated eliminating the needs for the heavy barrel and pumping up reaction for defense
what about logic/intuition should I go 3/3 or 4/2,2/4 and why?
could I go with one point less magic and stay elf?
what about skills in general (I'ld love to have BP to buy the influence group btw.)