NEWS

An Idealistic Combat Mage

  • 13 Replies
  • 5289 Views

Hermes

  • *
  • Chummer
  • **
  • Posts: 166
« on: <05-31-12/1045:32> »
Tell me what you think?  This is the first character I built with 400 pts., by the book.
------------------------
Ulysses
Concept: A street mage who likes the better things in life.  (370 Points)
Birth name: Airesaron Ñaltanárener Smith
Race: Elf (30 points)       Ethnicity: Caucasian (Tribe of Ephraim)
Blood Type: O-
Astrological Sign: Libra (was born on October 15, 2046 – Libra in the Sixth World goes from 15th Oct to Nov 15th)  Age: 26    Height: 1.9 m     Weight: 82 kg

Condition Monitors: S 10/P 10

Attributes: (200 points)
Body: 3 (20)
Agility: 4 (20) 2/7
Reaction: 4 (30)
Strength: 2 (10)
Charisma: 5 (20) 3/8
Intuition: 5 (40)
Logic: 4 (30)
Willpower: 4 (30)

INITIATIVE: 9
EDGE: 1
ESSENCE: 6
MAGIC: 4 (30)


Positive Qualities: Self Sovereign (10), Magician (15)
Negative Qualities: Gremlins (+10), Simsense Vertigo (+10), Severe Allergy against Tobacco Smoke (+15), Sensitive System (+15)

SKILLS
Active Skills:
Spellcasting (Combat Spells): 4 (+2) (10)
Counterspelling: 3 (12)
Arcana: 2 (8)
Astral Combat: 2 (8)
Blades (Swords) 1 (+1) (6)
Pistols: 2 (8)
Perception: 2 (8)
Running: 2 (8)
Etiquette: 3 (12)
Pilot Ground Vehicle (car): 2 (+2)
Total: 114 pts.
 
Knowledge Skills: (27 points free)
Corporate Security Tactics: 2
Magic Theory: 4
Physics: 3
Maritime Law: 2
Court Procedure: 2
Wine Tasting: 3
Lone Star Procedures: 2
Orgonite Devices: 3

Language Skills:
English: N
Sperethiel: 3
Latin: 3

SPELLS
   Combat:
       Fireball
       Lightning Bolt
       Manabolt
      Napalm
   Manipulation:
     Armor
     Levitate
     Mist


GEAR [100,000 Nuyen (20 bp x 5,000)] (22 BP left)
Lined Coat (6/4); Magical Lodge materials (Force 6), Image Link, DocWagon Contract (Gold), High Lifestyle (3 months prepaid), unlicensed Mercury Comet, Credstick (18,125¥)

MATRIX GEAR:
Novatech Airware Commlink [/w Novatech Navi Operating System, a Sim Module, and Satellite Link]
Programs [Analyze 3, Browse 3, Command 1, Edit 3]

WEAPONS
Katana /w Dragon design [(STR/2 +3)P], Colt Manhunter [5P, AP: -1, SA, 16(c)] [/w 200 rounds of regular ammo]
Nuyen left: 0

CONTACTS:
Blogger (Connection 2/Loyalty 2) (4)
High Stakes Negotiator (Connection 3/Loyalty 3) (6)


Notes:
Starting Nuyen: 4D6 x 500¥
Low-light Vision


INTRODUCTION:

“So, you think that the Samurai is the lord of the street, yes?  Well, I’m going to prove you wrong.
“You see, I’m not the average mage.  After all, I am interested in all matters arcane that is true, but I had learned how to apply those mystic theories for defense as well as offense.  As a result, my lifestyle has come to be expensive.  This is because I cherish the finer things in life.  One could not enjoy life by pouring most endless through mystical and dusty tomes.
“Yes, I worked for Cyberdyne Corporation.  Yes, it was a subsidiary of Renraku Corp.  No, I don’t work for them anymore.  I left Cyberdyne after I found out that their Mission Statement didn’t coincide with my ideals.”

MORALITY: “I fight for a better life, a better world, for everyone.  The Dystopia that we are in isn’t good.  But there is a better world where there is no war, and no greed and every child has a book to read.”

BACKGROUND:
Once he was a capable corporate security mage.  Now Airesaron Smith is an independent Consultant against evil magic.  He was born to parents who were big fans of Tolkien.  His parents taught him English and Sperethiel.  However, he didn’t quite achieve literacy like his twin brother, Híthon, did.
Unlike Híthon, Airesaron had to fight for his father’s respect.  Although born in what was Ute Nation territory at the time, he still had to learn Tir Tairngiere culture and is expected to have elven babies.  Airesaron, unlike his brother, took to magic quickly and eventually went to the University of Utah on a Hermetic Scholarship when he turned eighteen.
He graduated with honors in Magic Theory an Idealistic mage.  He was hired for his talents at Cyberdyne corporation as security.  Eventually he made it to head of security.  However, things took a turn when a group of Shadowrunners infiltrated Cyberdyne Corp.  Although he was defeated by the group’s mage by the use of an orgasm spell (he both hates and loves the memory), he blacked out with an ork woman’s face in his sight.  The Shadowrunners had completed their mission – stealing vital documents showing Cyberdyne’s complicity in certain matters.
Because of this, Airesaron left the Cyberdyne Corporation and worked the legwork of declaring his Personal Sovereignty from Renraku Corporation and the Pueblo Corporate Council.  After this was done, he became a personal consultant on Corporate Security.
He met the orkess in question again downtown Salt Lake City during a symposium of Corporate Security at the Marriot Hotel.  She was there in a hot little black number of a dress that left the sides open.  Airesaron then greeted her after his speech and she introduced herself as “Le Fleur” (the flower).
The two had hit it off well, and he even asked Fleur out on a date.  The result was kinda weird, she suggested a date at a swimming pool.  Strange to go on a first date, it was even stranger when he showed up and everyone was naked.  Fleur was there too, also naked.  Surprised that was a nudist pool, he was disconcerted.  However, he got over it (although not everyone does) and he continued to date her.
Eventually, the two were married.   Airesaron’s marriage with Fleur surprised his parents!  How could he marry a mongrel!? (orks are considered mongrels by elves, btw).  He defended his decision in saying that the orkess Fleur caught his eye and he had to marry her.
Eventually, though, his new wife introduced him to Shadowrunning on the condition that he tests the security of certain companies.  Including banks.  He doesn’t ask what the other part of the gangs do, unless they are in trouble or he fights a company that doesn’t apply to his ideals (like Ares, whom he feels starts wars in order to maximize their profits).

QUOTES:
“I don’t know what you’re talking about.  The study of thaumaturgical theory is as valid as quantum physics.”
“Orgonite gathers and focuses orgone energy, changing the frequency of wide-fidelity radio matrix broadcasts from deadily energy to good, positive energy.”
“You really want to take a manabolt to the face, punk?”
“Your security isn’t what it can be or what it should be.”
“To hell with you and your World Bank!  Someday, there will be no war and no greed, and every child will have a book to read!”

Yogi

  • *
  • Omae
  • ***
  • Posts: 287
« Reply #1 on: <05-31-12/1218:04> »
Here's a list of what I see as not good/wrong.  Take what you will with a grain of salt unless by RAW it's not allowed.

Qualities-

Your made up quality of Self Sovereign wouldn't fly in most games(It's not by the "book").  If the GM did let it through I hope he's sadistic. 

50 points in neg. qualities is too many.  35 is the limit.

Stats-

Magic seems low to me.

Skills-

Some poor choices in skills.

Spellcasting should be at 6

You don't need blades and pistols.  You are bad at both at that level.   More likely to hurt yourself than be effective with them.  ( Yes I know its your image of the character)

Some of the other skills I can see as being suited to the ideal of the character but might not actually be useful.

Spells-

No stunbolt!  A spell every mage worth his/her salt should have.  Low drain and very effective. 

No spell to increase # of initiative passes in a round.  Very bad.  you will only act once while any other mage/ street sammy will have 2 most likely 3.  That means you will be dead quickly. 

Armor bad spell.  It makes you a glowing target.  And normally when runners/anyone see a mage the first priority is geek the mage. 

Gear-
Its easy to get a R4 power focus.  Even a R2 focus would help.  Though R4 is cheaper at character gen. 

Contacts-

No fixer
No talismonger


It seems like you are trying to blend a mage with some street sam ability.  Three ways to deal damage with your spell casting being only decent and pistols/blades being bad is not good. 

If this character was to face a straight street sam or pure mage he would not stack up.  If you play in a game where other characters are optimized for their role they will always out perform you.  If you are alright with that then enjoy.   

Thoughts
Speaking
Comlink

TheNarrator

  • *
  • Omae
  • ***
  • Posts: 712
« Reply #2 on: <05-31-12/1446:53> »
You're a magician, but what's your tradition? Which is to say, what stat do you add to Willpower for resisting Drain?

Normally, the maximum on negative qualities is 35 BP. Did your GM approve you taking more?

Did your GM approve your home-brewed Self-Sovereign quality? Because I don't know if you saw our responses to the thread where you proposed it, but that's not actually a thing. You can't just make a declaration that the law doesn't apply to you. If you could, laws would be meaningless. Everyone would just go around raping, stealing and murdering and saying that they couldn't be arrested because they were their own nation. The only thing akin to this is extraterritoriality, and somehow I don't think you're a one-man megacorporation.

You need Improved Reflexes and a sustaining focus for it so that you can go more than once in a round. Initiative Passes are key. Without them, you'll be stomped by guys going three times to your one.

If you're trying to be a mage who also fights physically, then consider the Combat Sense spell. It adds to defense and surprise rolls. That makes it equal to or better than Armor, since it can not just reduce damage by reducing the attacker's hits, but could also let you evade the attack entirely.

The lack of a Stun spell is a problem, both because they're quite possibly the most effective combat spells in the game, and because if you mage is such an idealist then you'd think that he'd want a non-lethal option. And do you really need Fireball and Napalm? How many different ways to set people on fire do you need?

Consider taking some qualities that reflect the idealism that your character supposedly has, such as minor Pacifist (only kills in self defense) or a Code of Conduct.

rasmusnicolaj

  • *
  • Omae
  • ***
  • Posts: 733
  • Не бойся смерти
« Reply #3 on: <06-01-12/0203:14> »
You haven’t stated your tradition but I assume Hermetic. You could consider being an ork or maybe a dwarf. If you are a shaman then be an elf with charisma 7. Actually being an elf you should have charisma 7 and be a shaman – that is the big selling point of being an elven mage.

You have kind of average Attributes, and not optimized where it count.
You want 5 Body because you don’t wanna die.
Agility 4 is to much or to little. It is not enough to make you good and it is to much to use 20 BP on.
Why Charisma 5, and not really any social skills – high charisma in a mage is fine in an elf shaman that cheaply can second as a face but right now it is kind of wasted.
Logic 4 is rather high (unless it is your drain stat then it should be 5).
You really want Willpower 5 for 1 extra stun condition track and extra drain dice.
You do want high reaction and intuition for your initiative so that is fine.
Magic should be 5 or maybe 6 if you can find the points.

Get a mentor spirit that gives bonus to combat spells.
As mentioned above you want restricted gear and a F4 power foci. It is golden.
If I were your GM I would really make your life miserable with severe allergy to tobacco – everybody smokes in my cyberpunk.

You definitely want spellcasting 6. Your key skills should be 4 and the ones you can’t live without at 1. Specializations are really cheap for karma so get them in play rather from the start.
Spellcasting 6, Counterspelling 4, Arcana 1, Perception 1, Summoning 4 (1 is enough but as a combat mage you wanna be sure you can get spirit support), Binding 4. If you want then get some other skills like Running 1 and Etiquette 4 (or get the whole group at 1 instead for more versatility – especially if you go for shaman and charisma 7). Some Infiltration would be fine – you are a shadowrunner.
Drop Astral Combat (the solution to astral combat is stunbolt or powerbolt. Astral combating will just get you dead). Drop Pistols and Blades. You suck at it and should always just kill with your spells (because that is what you are good at).

You want Heal, Increased Reflexes and more variation in your combat spells.  Stunbolt, Stunball, Powerbolt and a couple of different elemental effects (1 single target and 1 area). Sound is a great element to consider. Metal Wall is also a great spell. Invisibility is also fine. Drop Armor and get Combat Sense instead.

Get better armor. Form fitting body armor and some secure tech so you can max armor out. You should expect to be shot at and should prepare accordingly. A Gold Doc Wagon contract is a lot of money from your starting pool. And why have a credstick with all that cash? That is 3 BP you could use on more important stuff.

If you want a mage that can fight in hand to hand consider a Mystic Adept (maybe Possession tradition).

Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?

Hermes

  • *
  • Chummer
  • **
  • Posts: 166
« Reply #4 on: <06-03-12/0947:49> »
Here's some changes that were made:

---------------------------------------------------------------

NAME/ALIAS: Ulysses (Turf, Blade of the Streets)   PLAYER:    MOVEMENT: 10/25, Swim: 6
METATYPE: Elf   AGE: 26      SEX:M          NUYEN:   0
HEIGHT: 2m      WEIGHT: 92 kg (slim)      HAIR: Brown      EYES: Blue      SKIN: Fair   
KARMA:   0   TOTAL KARMA:   0   STREET CRED:   0   NOTORIETY:   0   PUBLIC AWARE:   0
COMPOSURE:   11   JUDGE INTENTIONS:   9   LIFT/CARRY:   7   LIFT/CARRY WEIGHT:   60 kg/40 kg   MEMORY:   8

----------------------------------------------------------------
STATS

BODY: 3
CHARISMA: 6
EDGE: 1
CURRENT EDGE POINTS: 1
AGILITY: 4
INTUITION: 3
ESSENCE: 6
ASTRAL INIT: 6
REACTION: 2
LOGIC: 3
INITIATIVE: 5
MATRIX INIT: 4
STRENGTH: 4
WILLPOWER: 5
MAGIC: 6 
INIT PASSES: 1   
MATRIX: 1   
ASTRAL: 3

----------------------------------------------------
ACTIVE SKILLS
SKILL NAME   POOL   RTG.   ATT.   R. MOD.   P. MOD.
Blades (Swords)   8 (10)   4   4   0   0
Counterspelling   10   4   6   0   0
Perception (Visual)   4 (6)   1   3   0   0
Pilot Ground Craft   1   0   2   0   0
Pistols (Revolvers)   8 (10)   4   4   0   0
Spellcasting (Illusion)   12 (14)   6   6   0   0

-----------------------------------------------------
KNOWLEDGE SKILLS (18 B pts free) (RTG.)
Corporate Security Tactics  2
Magic Theory 3
Physics 3
Lone Star Procedures: 2
Wine Tasting 3
----------------------------------------------------
LANGUAGE SKILLS
English N
Sperethiel 4
Latin 3

---------------------------------------------------
QUALITIES   
In Debt (10,000¥)   RC 105
Low-Light Vision   RC 114
Magician   SR4 91
Mentor Spirit (Horned Man)   SR4 92
Sensitive System   SR4 95
Simsense Vertigo   SR4 95

------------------------------------------------------
WEAPONS   
Colt Manhunter   5P   -1   SA   1   16(c)   SR4 317
Smartgun System, External; Electronic Firing; Laser Sight
S: 0-5   M: 6-20   L: 21-40   E: 41-60   

Unarmed Attack   2S   -   0   SR4 159
Vibro Sword   6P   -2   1   AR 16
Personalized Grip, Melee

--------------------------------------------------------
SPELLS   
Tradition: Christian Theurgy    Resist Drain with WIL + CHA (11)

Combat Spells
Shatter   P   
Stunball   M

Illusion Spells
Improved Invisibility P

Manipulation Spells
Levitate   P
Magic Fingers P

---------------------------------------
COMMLINK   
Disposable Commlink   1   0   0   3   UN 196

---------------------------------------
NAME   RATING   
Krav Maga   1   AR 157
Take Aim as Free Action
Pentjak-Silat   1   AR 158
+1 die when using Called Shot to increase attack damage
Wildcat   1   AR 158
+1 die on Called Shots to increase damage
MANEUVERS
Finishing Move AR 159; Full Offense AR 160

----------------------------------------------------------------------
LIFESTYLE   MONTHS   
High   1   SR4 268

----------------------------------------------------------
GEAR

NAME   RTG.   QTY.   
Ammo: EX-Explosive Rounds (Heavy Pistols)   -   200   SR4 323
Contact Lenses   2   1   SR4 332
Image Link; Smartlink
-----------------------------------------------------------
CONTACTS:
Talismonger (C2/L2)
Fixer (C2/L2)

====================================

I use a mac so I can't use Chummer.   The man who did this up for me didn't exactly do what I really wanted, but he optimized it.  I'm not at all happy with all he did, but hey . . .  It's what I got for changes.  I'm not sure if you guys will be happy with this character after this iteration, probably you'll feel better.  I'm not at all happy with the quality of Debt, I don't certainly see it as a good quality to be in debt, since in real life I'm in debt over my eyeballs.   But another man did it for me.
« Last Edit: <06-03-12/0955:39> by Hermes »

Critias

  • *
  • Freelancer
  • Prime Runner
  • ***
  • Posts: 2521
  • Company Elf
« Reply #5 on: <06-03-12/1414:56> »
Tradition: Christian Theurgy.  Mentor Spirit: Horned Man.

Heh.

Yogi

  • *
  • Omae
  • ***
  • Posts: 287
« Reply #6 on: <06-03-12/1430:17> »
Worse than before imo.   There were many good suggestions made.    Most were not taken.   Either be a street Sam or a Mage or be SUBPAR at both.   

Or make the character yourself.   That guy is doing you no favors even if he is trying to help.
Thoughts
Speaking
Comlink

Glyph

  • *
  • Ace Runner
  • ****
  • Posts: 1661
« Reply #7 on: <06-03-12/1622:02> »
Okay, this guy still has the same basic problem as both the combat mage archetype and the original iteration of the character - resources wasted on redundant physical combat skills that are still not quite good enough to be effective.  Granted, this guy is good enough to take on, say, a ganger or security guard now, but he spends waaaay too much on being able to do so.

Attributes:
Hard-maxing Magic is too expensive; a Magic of 5 is fine to start with.  On the other hand, Charisma should be a point higher.  Hard maxing is rarely worth it, but your primary Drain Attributes should be soft-maxed.  Reaction, your go-to Attribute for initiative and dodging, is pitifully low.  An Edge of 1 is risky; I would get at least 2, at the bare minimum.  Strength is too high; a Strength of 3 lets you do the same damage in melee.  Personally, though, I would lower it to 2 and drop the melee aspect altogether.  When spells and bullets both fail you, a sword generally won't <ahem> cut it.

Qualities:
In debt is not really worth the hassle; I would take something like a moderate allergy to silver, instead.  Horned man is not a good mentor spirit for a combat mage.  Dragonslayer would be a better fit, giving you bonuses to both combat spells and a social skill.  Not to mention, it might go with the Christian Theurgy tradition a tad better. ;)  Martial arts qualities count towards the 35-point cap, putting you over.  Frankly, you should drop them altogether.  You don't need to spend 15 points for a slight boost to a secondary area for your character.

Active skills:
Why is sorcery not a 6, and why a specialization in illusions, instead of combat?  Also, there is a curious omission of any skills dealing with spirits.  I would get summoning at the very least; spirits are a potent part of a mage's arsenal.  The pistols skill, you could conceivably keep, for when you are in high background count or facing serious drain (although pumping up your magical ability would be a better investment, in my opinion).  Change the specialization to semi-automatics, so that it actually matches the gun you have.  But as I opined earlier, lose the blades skill.  Raise perception if you can, and get at least a point in assensing (which can not be defaulted on) so that you can notice non-obvious things when astrally perceiving or projecting.  And try to squeeze in the Influence group at rating: 1.  You should take advantage of your high Charisma to be at least a secondary face.

Spells:
Shatter isn't bad, but something like stunbolt or manabolt would be far more useful.  You don't really need magic fingers when you have levitate to do simple tasks like bringing small items over to you.  I would definitely add two health spells; heal (one of the mage's useful functions) and improved reflexes (a combat mage needs multiple initiative passes).

Foci:
You don't have any.  You should really get a power focus, either rating: 2, or rating: 4 in conjunction with the restricted gear quality.  Possibly also a sustaining focus for an improved reflexes spell.

Hermes

  • *
  • Chummer
  • **
  • Posts: 166
« Reply #8 on: <06-03-12/1819:19> »
Tradition: Christian Theurgy.  Mentor Spirit: Horned Man.

Heh.

That's what I thought.

Falconer

  • *
  • Ace Runner
  • ****
  • Posts: 1112
« Reply #9 on: <06-03-12/2219:32> »
Since you asked me to take a look... I'm more than happy to help out a new player.  So first things first...

Don't expect to be perfect, just try to have fun with the character.  I actually like helping new players out...

First mistake most people think is trying to make the biggest badass on the block right out of the gates.
Second mistake, they try to be good at everything at the same time.


What are you trying to do with this character?  You seem to be going for a flashy style with him....

First things first... you like elf... all good...
30BP,  +2CHA, +1AGI
200BP, attributes (most on mental, secondary physical... you're a mage not a street sam or a razor boy)
40BP Magic
40BP Edge,  mag & edge special attributes don't count against the 200 cap.  Lower edge as necessary for more points

Just to keep things simple... go with +35BP positive, and -35BP negative qualties

310BP... leaves 90 for skills, equipment, and contacts.
Now that we have the basics spit out....


On Attributes: your two most important attributes as a caster are willpower and your drain stat, your 2nd most important mental stat is intuition.  (it goes into your inititiative and also perception/assensing).  A charisma tradition is the typical power choice for an elf...

At this point what roles fit neatly into your secondary... with 7 cha starting... you're a natural face and negotiator in your own right.  7+5wil == 12 dice drain... so you can reliably get 4 drain about half the time.   That's 60BP right there leaving 140 for the rest...  just for arguments sake this is a street mage... so we go with intution... 30 more... logic... 2 or 3 is ok... physical stats... body and reaction are the big 2.  (first rule of combat... geek the mage.  you WILL be a bullet magnet... so get good at dodging! with reaction first, and body + armor second).

A good contact for a mage is a talislegger/talismonger.   If you get the negotiating skills yourself... you might do that instead of your 'negotiator' contact.

Skillwise...
I'd recommend these skills at a minimum... assensing, astral combat, spellcasting, counterspelling, summoning, binding, and perception.
You'll want etiquette... I'd recommend taking it as part of the social skill group (Etiquette, con, negotiation, and leadership).   You can probably skimp on stealth  (use an invisibility spell or a spirit concealment).
Secondary skills... gymnastics is good (full defense adds dice to avoid getting hit while you get the hell behind cover).

Starting equipment... a good pistol most likely, melee you can use a sword... or you can learn unarmed combat (the main reason to learn a melee combat skill at all is self defense, since you always get reaction + melee skill).
Also a health sustaining focus will be your friend.  (you can cast and hold increase reflexes into it).
If running with detection spells as well... a detection spell sustaining focus.
Spend 1BP on good armor... I'd recommend a armored vest (softweave if allowed) at a minimum... a set of level 2 form-fitting body armor as well.   Why... you can wear those two under normal dressy wear, if you're acting as a face.

If you go with pistols and unarmed... you can also make good use of a Defiance EX shocker as a backup weapon.  Just remember your spells are your primary offense...

A great place to dump extra BP in equipment is ritual materials.  You'll use em up fast enough binding a few spirits.




Spell wise:
You're a combat mage.. you need first initiative passes... so 'combat reflexes' spell,  say 2 combat spells... stunbolt is the main staple (you can knock out or kill with it... manabolt only allows you to kill).. and since you seem to like a flashy spell an indirect single target combat spell like say firebolt.
Now start thinking utility:  detection spells?   Combat sense (people are shooting at you... this is an excellent one for a combat mage).  Detect enemies extended is a good way to avoid being surprised on the streets.
Sneaking?   Improved invisibility
Utility?  Levitate (you can fly, or move things... or even enemies).
Another good utility spell is something like say 'influence'
Also, heal... everyone always expects the mage to be able to heal....
If you get access to higher force sustaining foci in the future... look at an increase willpower, or increase charisma.
Another good spell which you might not be able to fully use is 'shape metal'...  yeah see that door... time to take off the hinges, have all kinds of fun screwing with peoples crap... reshaping gun barrels is always a good trick :).

That's just a very rough outline of a character start... just keep in mind... a common argument you'll hear is a mage can cast X, Y and Z... doesn't help if you don't know X,Y,and Z and most don't...


Does that help you out Hermes?
« Last Edit: <06-03-12/2222:00> by Falconer »

Henzington

  • *
  • Omae
  • ***
  • Posts: 381
  • Stun rounds+Edge=Lethal
« Reply #10 on: <06-03-12/2358:02> »
if you want to use melee no reason to have an even number as dv rounds up so drop the STR to 3
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

UmaroVI

  • *
  • Prime Runner
  • *****
  • Posts: 2655
« Reply #11 on: <06-04-12/2053:47> »
I would say your basic problem is that you can sword people and shoot people and cast spells, and you have 0 synergy between these things.

There are similar good characters. One is a guy who casts buff spells on himself and has utility spells, then fights physically. Take a look at my sig and the Transhuman Mystic for an example.  Another is a guy who just blasts people with spells, and you can do this with varying tradeoffs between bigger booms and better defenses; take a look at the Burnout Combat Mage and Magical Rocker for examples.

Hermes

  • *
  • Chummer
  • **
  • Posts: 166
« Reply #12 on: <06-05-12/1412:58> »
I would say your basic problem is that you can sword people and shoot people and cast spells, and you have 0 synergy between these things.

There are similar good characters. One is a guy who casts buff spells on himself and has utility spells, then fights physically. Take a look at my sig and the Transhuman Mystic for an example.  Another is a guy who just blasts people with spells, and you can do this with varying tradeoffs between bigger booms and better defenses; take a look at the Burnout Combat Mage and Magical Rocker for examples.
Yes, thank you.

I'm going to revise the character based on everyone's suggestions.  I'm going for a more human approach in revision rather than a "Manufactured" character.  :)  I'm unhappy with how my friend did my character up with Chummer, so I'm collaborating with another man(?) on this board in order to have this character revised.



Jackleg Rooster

  • *
  • Newb
  • *
  • Posts: 63
  • Five Point Palm Exploding Heart!
« Reply #13 on: <06-06-12/2216:05> »
This concept kind of intrigued me so I decided to try to make a version as a character building exercise. There are some large changes which may not fit concept but dice pools on the listed activities came up.

A few notes:
-I have rearranged some stats to round out the skill set. A "head of security" needs to do more than fling a nice fireball.
-to make the sword and gun worth using cyber was required
-switched pistols to heavy weapons to cover gaps in magic (grenades and machine gun make drones go boom. gauss rifle (which must be bought in play) will shooty through walls)
-made detection spells the focus of the character as this would be better for his consultant career and useful as a runner as well.
-high logic will let you default decently on easy tests (computer, first aid, etc.)

anyway, here it is:

== Info ==
Street Name:
Name: Unnamed Character
Movement: 10/25, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 12
Judge Intentions: 11
Lift/Carry: 7 (45 kg/30 kg)
Memory: 12
Nuyen: 0

== Attributes ==
BOD: 3 (4)
AGI: 3 (5)
REA: 3
STR: 1 (3)
CHA: 7
INT: 4
LOG: 5 (7)
WIL: 5
EDG: 1
MAG: 2

== Derived Attributes ==
Essence:                   3.05
Initiative:                7
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         5
Matrix IP:                 2
Physical Damage Track:     12
Stun Damage Track:         11

== Active Skills ==
Assensing: 1                      Pool: 5
Blades: 1                      Pool: 12 with vibrosword
Counterspelling: 4                      Pool: 6
Heavy Weapons: 1                      Pool: 11
Hardware: 1                      Pool: 9
Perception: 1                      Pool: 8
Spellcasting               : 6 [Combat]             Pool: 12 (14 for combat and detection)
Summoning                  : 1 [Man]                Pool: 7 (9)

== Knowledge Skills ==
English                    : N                      Pool: 0
Latin                      : 3                      Pool: 7
Magical Theory             : 4                      Pool: 12
Orgonite Devices           : 2                      Pool: 10
Physics                    : 3                      Pool: 11
Security Companies         : 2 [Lone Star]          Pool: 10 (12)
Security Tactics           : 3 [Corporate]          Pool: 11 (13)
Sperethiel                 : 4 [Speak]              Pool: 8 (10)
Wine                       : 2 [Elven Wine]         Pool: 6 (8)

== Qualities ==
Day Job (20 hrs/week)
Implant-Induced Immune Deficiency
Low-Light Vision
Magician
Mentor Spirit (Dog) +2 for detection spells and spirits of man
Records on File (Cyberdyne Systems (Renraku))
Restricted Gear (Rating 1)
SINner (Standard) (UCAS)

== Spells ==
(Tradition: Christian Theurgy, Resist Drain with WIL + CHA (12))
Astral Window              DV: (F÷2)
Clairaudience              DV: (F÷2)-1
Combat Sense               DV: (F÷2)+2
Detect Enemies, Extended   DV: (F÷2)+3
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F÷2)+2
Levitate                   DV: (F÷2)+1
Mana Window                DV: (F÷2)
Mind Probe                 DV: (F÷2)+2
Spatial Sense, Extended (Limited) DV: (F÷2)+4
Stunball                   DV: (F÷2)+1
Stunbolt                   DV: (F÷2)-1

== Lifestyles ==
Tir Towers  1 months
   Comforts:      High
   Entertainment: Middle
   Necessities:   Low
   Neighborhood:  High
   Security:      High
   Qualities:     Privacy Screen, Astral (Rating 3) [3LP]
                  Workplace [1LP]
                  Ambusher's Delight [-3LP]
                  Haunted [-4LP]
                  Nosy Neighbors [-2LP]

== Cyberware/Bioware ==
Attention Coprocessor Rating 3
Cerebral Booster Rating 2
Enhanced Protein Exchange, PuSHeD
Obvious Full Arm (BOD 3, AGI 10, STR 9) (Right)
   +Armor Rating 2
   +Customized Agility Rating 7
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 3
   +Nanohive Rating 3
   +Fingertip Compartment
Obvious Full Arm (BOD 8, AGI 10, STR 3) (Left)
   +Armor Rating 2
   +Customized Agility Rating 7
   +Customized Body Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Body Rating 2
   +Cyberarm Gyromount

== Armor ==
Form-Fitting Full-Body Suit6/2
   +Nonconductivity 6
SecureTech Arm Casings    0/1
SecureTech Forearm Guards 0/1
SecureTech Shin Guards    0/1
Vashon Island: Synergist Suit Jacket (Ensemble)5/3

== Weapons ==
ArmTech MGL-6
   +Airburst Link
   +Shock Pad
   +Smartgun System, External
   +Chameleon Coating
   DV: Grenade   AP: -   RC: 1
Ingram White Knight
   +Smartgun System, External
   +Stock
   DV: 6P   AP: -1   RC: 6
Minigrenade: Flash-Bang
   DV: 6S (10m Radius)   AP: -3   RC: 0
Unarmed Attack
   DV: 5S   AP: -   RC: 0
Vibro Sword
   +Personalized Grip, Melee
   DV: 8P   AP: -2   RC: 0

== Commlink ==
CMT Clip (1, 1, 1, 3)
   +Vector Xim
Meta Link (1, 1, 1, 2)
   +Vector Xim

== Gear ==
Ammo: EX-Explosive Rounds (Light Machine Guns) x100
Betel x5
Contact Lenses Rating 2
   +Smartlink
   +Flare Compensation
   +Skinlink
Cram x2
Detection Fetish
Earbuds Rating 2
   +Spatial Recognizer
   +Audio Enhancement Rating 3
   +Skinlink
Gecko Tape Gloves
Glasses Rating 3
   +Skinlink
   +Vision Enhancement Rating 3
   +Image Link
   +Low Light
Jazz x2
Medkit Rating 6
Micro Sensor
   +Laser Range Finder
   +Skinlink
Micro Sensor
   +Skinlink
   +Motion Sensor
Micro Sensor
   +Radio Signal Scanner Rating 6
   +Skinlink
Minigrenade: Flash-Bang x6
Power Focus (bonded) Rating 4
Simrig
Sustaining Focus (Health) (bonded) Rating 3


If you like it, then cool. If not, it was still fun to work on. When you can, change the arms to standard (non second-hand) versions with bulk mod to max the body and strength on both and optimize the right one with evo kali (or both and buy a knife to hold in the off hand). This will give you room for tailored pheromones 3 and some reflex recorders without lowering your magic any more. buy some neocortical nanites for the nanohive and some rating 9 nanodotes and o-cells.
« Last Edit: <06-06-12/2222:50> by Jackleg Rooster »