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Good Combat Mage Needed

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Argentis

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« on: <10-12-12/0857:46> »
Hi guys, been lurking for a bit, and thought I'd ask for some feedback.  We've been playing SR4 for 7-8 sessions now, and we had started with everyone taking a sample character from the book, and tweaking it slightly as they wanted.  Now I am the last of my group to have one of these characters, and I am feeling totally outclassed by one of our party who is playing a shaman/face who has utility leaking out of his ears.  I had originally picked the combat mage sample character, and changed him to a troll rather than the standard elf.  Another player at the table pitched an idea to me that I've sort of run with.  The concept he gave me was a mage who is slightly cybered, but casts spells at their max force (in this case 8), and then uses physical indirect spells to rain destruction down on the battlefield.

To give a bit of a background on our game, we have been chased by some Agent Smith / Clone Trooper types who all apprear to be identical, and my character has some dim recollections that they are somehow tied to my past.  The rest of the group consists of 3 street sam types, the utility shaman/face, a rigger/hacker, and me. 

Anyways, here is my attempt on this concept.  Any and all feedback would be welcome.  Still have to pick knowledge skills, a few other odds and ends.  I'm still tinkering a bit here and there, but this is the general idea. 


== Info ==
Street Name:
Name: Gerald
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Human M Age 24
Height 1.9m Weight 95 Kg
Composure: 7
Judge Intentions: 7
Lift/Carry: 5 (30 kg/20 kg)
Memory: 12
Nuyen: 0

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

== Derived Attributes ==
Essence:                   5.16
Initiative:                7
IP:                        1
Astral Initiative:         10
Astral IP:                 3
Matrix Initiative:         8
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         11

== Active Skills ==
Arcana                     : 1                      Pool: 8
Assensing                  : 1                      Pool: 6
Con                        : 1                      Pool: 3
Counterspelling            : 3                      Pool: 8
Etiquette                  : 1                      Pool: 3
Perception                 : 4                      Pool: 9
Spellcasting               : 6 [Combat]             Pool: 15 (17)
Summoning                  : 2 [Fire Spirits]       Pool: 11 (13)

== Knowledge Skills ==

== Contacts ==
Fixer (2, 2)
Street Doc (1, 1)
Talismonger (1, 1)

== Qualities ==
Addiction (Mild) (Stimulants)
Amnesia (Past)
Aptitude (Spellcasting)
Flashbacks (Uncommon) (Hospitals)
Magician
Mentor Spirit (Lion)
Poor Self Control (Thrill Seeker)
Records on File (The Shop)
Restricted Gear (Rating 1)

== Spells ==
(Tradition: Hermetic, Resist Drain with WIL + LOG (12))
Fireball (Limited)         DV: (F÷2)+5
Flamethrower               DV: (F÷2)+3
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F÷2)+2
Levitate                   DV: (F÷2)+1
Lightning Bolt             DV: (F÷2)+3
Stunbolt                   DV: (F÷2)-1
Wreck [Object] (Vehicle)   DV: (F÷2)

== Lifestyles ==
Low  3 months

== Cyberware/Bioware ==
Cerebral Booster Rating 2
Platelet Factories
Skillwires Rating 3

== Armor ==
Actioneer Business Clothes5/3
Lined Coat                6/4

== Weapons ==
Unarmed Attack
   Pool: 1   DV: 1S   AP: -   RC: 0

== Commlink ==
Novatech Airware (3, 3, 3, 3)
   +Iris Orb
   +Suite: Pro User [Analyze 4, Browse 4, Command 2, Edit 4]

== Gear ==
BTL Recording x5
Combat Fetish
Contact Lenses Rating 3
   +Flare Compensation
   +Vision Enhancement Rating 3
   +Low Light
Earbuds Rating 2
   +Spatial Recognizer
   +Audio Enhancement Rating 3
Fake License (Power Focus) Rating 4
Fake License (Sustaining Focus (Health)) Rating 4
Fake License (Practice Magic) Rating 4
Fake SIN (Josh Thomlinson) Rating 4
Glasses Rating 2
   +Image Link
   +Vision Magnification
Long Haul x5
Magical Lodge Materials Rating 6
Power Focus (Bonded Foci) Rating 4
Respirator Rating 6
Spirit Binding Materials Rating 4 x7
Stimulant Patch Rating 4 x10
Sustaining Focus (Health) (Bonded Foci) Rating 3

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Vehicle Sensor

== Background ==
Gerald was brought up in a nice middle-class family. He attended public school until he Awakened at 11. He was then taken to a special school due to his gifts. After 2 years in the regular program, he was put into a specialized program sponsored by "The Shop". He vanished from public shortly after this. His family believes he is dead, but he was taken to a secure facility where he was tortured, and pushed to his limits. After one experiment, he lashed out, and was able to overwhelm the scientists and guards watching him. He escaped with the power focus, and spell fetishes. He has since tried to disappear on the street, and has largely blocked out the events of what happened at the secure facility. After he escaped, he moved around constantly, largely living on the streets. He was also hit with near-cripling depression that he was cut off from everything he had known, and feeling like he had no place in the world. During this time, he turned to stimulants to stay alret for long periods of time, and BTLs for the much-needed escape they offered. He has pulled himself out of the gutters, and pulled himself together, quitely making a name for himself in the shadows, trying to find his place.

== Concept ==
He's a mage who wants to be the best he can be, and is willing to consider any and all options to be the best. He is fiercely loyal to those he considers his friends, and will protect them at any cost to himself, hoping to



Ethan

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« Reply #1 on: <10-12-12/0943:30> »
Gotta admit, I didn't see the Skillwires coming.

A few things:
- A Reaction of 2 will get you killed. Redistribute some of that Intuition.
- Which Autosofts were you considering for Skillwires?
- Since you want to be hurling a lot of Combat Spells, have you given any thought to using more Limited spells? I'd put it on all the Combat Spells save for Stunbolt.
- I know points must be tight, but consider getting your maximum 12 in spells.

Also, do you have Street Magic? There are other elements that could be useful. Fire and Lightning are classic combat mage elements, but consider the utility of the other elements as well.

Does he have an Essence of 5 and a starting Magic of 5?
« Last Edit: <10-12-12/0945:41> by Ethan »

Csjarrat

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« Reply #2 on: <10-12-12/0948:43> »
I assume you mean combat mage, as in, pure mage? Standard combat skills of agility and weapon craft are non-existent for this character, andyou're not gonna get out the way of many bullets.
Why are you paying so many BP to be a troll only to end up with 3 body? Save the BP, and just play a human.

If you're after a fightier character, then you can use the cultured bioware option, its pretty pricey, but gives you plenty of IP's without having to cast and then sustain, freeing that slot up for another combat spell. Its really light on essence too compared to wired reflexes. Not sureyour current cyber is worth squandering magic points for tbh
Because you've gone for a pure combat build, there is no utility for the character outside of combat, so dont feel bad. As long as you're good in combat, then you're fulfilling what you set out to do.

If you wanted to be more varied in role, then a broader spread of spells would work nicely, there are lots of good spells for different roles: ie you can control people and groups (imagine getting a whole gang of enemies to drop their guns mid firefight, or making a guard open a door for you) you can probe peoples thoughts, make your B&E guy invisible, compel others to tell the truth. There are tons of ways to build a mage!
Other than that, you have a high LOG rating, perhaps picking up some related skills, like armourer or hardware could be good. You can then fix peoples kit and get through mag-locks. I'd suggest at least getting some kind of firearm and skill, even if you just lay down covering fire for your team. Something with full auto or bursts would be cool
« Last Edit: <10-12-12/0952:00> by Csjarrat »
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Argentis

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« Reply #3 on: <10-12-12/1952:06> »
Thanks for the replies. Now to address questions.

My first character was a troll. This guy is human.

The character concept is to have a magic rating of 4 and cast force 8 fireballs and such to lay waste to vehicles and groups of baddies. The platelet factories are just the first step. A trauma dampener will be added later. I thought the cerebral booster would be good to give more dice for drain. If this is a bad idea is there a good way to deal with vehicles and groups?

I thought the skillwires would help me later on when I have more cash that I can use for skills, and save my karma for marry stuff. Can't buy any skillsofts now so maybe I'll take those out.

There's my rationale.

Walks Through Walls

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« Reply #4 on: <10-12-12/2139:16> »
It is an interesting idea and build that has potential. I agree that you want to redistribute your attribute points some, and max them out to the 200 pts for a 400 BP character (I think you spent 190 if I added right). When you look at your attributes something to keep in mind is that with the indirect combat spells that your character is currently built around you have to make a to hit roll so you'll need a higher agility.

If it was me I'd loose the skillwires especially if you can't afford any programs right now. They are expensive and while the idea of being able to spend money for skills is good you can use it for foci and magical goods and add much more to the character in my opinion.

Hope this helps
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"It's not being seen that is the trick."

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Orvich

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« Reply #5 on: <10-12-12/2210:21> »
Luckily, the hitroll on indirect combat spells has nothing to do with agility.

That fireball spell will roast you pretty quick casting at force 8, though! You're looking at two before you're in the "I'm about to die" range, if you are average with your drain resist.

Argentis

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« Reply #6 on: <10-12-12/2225:36> »
All righty, thanks guys, so is there an effective way to deal with vehicles and the like with magic, or is technologoy/firepower the better way to go?

Ympulse

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« Reply #7 on: <10-12-12/2232:24> »
All righty, thanks guys, so is there an effective way to deal with vehicles and the like with magic, or is technologoy/firepower the better way to go?
Depends entirely on how many drain resist dice you have. An overcasting mage with the right spells can level a city block's worth of vehicles, but the drain is painful, to say the least.

rasmusnicolaj

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« Reply #8 on: <10-13-12/0050:36> »
Yes as a combat mage that relies on heavy casting you defenitely needs to be as good at resisting drain as you can be.
So Cerebral Boosters are a good idea, maybe even get them at R3 if you can afford it (it is bioware so you have to rip them out and throw them away in game if you later want to upgrade them).
You could also boost your Logic or willpower with Genetic Modification and Metagenetic Optimization for +2 to resist drain.
Maybe go for the Positive Quality Focused Concentration also.
Go for Centering and a Centering foci once you initiate.

Spirits are wery powerful so it wouldn't hurt you to know binding, just remember the number of bound spirits is equal your charisma.
You have only spend 140 BP on the 8 standard attributes and that shows. You should really try to optimize a little. Especially Reaction and Charisma.

I would lower Summoning to 1 and raise Counterspelling to 3. That is way more karma efficient.
You could also save 4 BP and waith with the specialiazations until after the first adventure. Specializations are very cheap with karma  ;)
Logic skills are your friend because you have a high logic. If you can find the BP then look into logic skills to supplement your characters skillset.

I would focus on one good contact instead of 3 bad ones. A 1/1 contact wont do you much good.

Aptitude is a little expensive but could be worth it with your build. But then you should start with Spellcasting 7 because else that last point will later cost you 14 karma.

You should find the points for 4 extra spells. Sound Wave, Boom, Metal Wall, Stunball or other supplemental spells.

Skillwires isn't bad but I'm not sure they are worth it when you don't start with anything to but into it.

You need to optimize your armor. You are planning to stand in the thick of it raining death and destruction on the opponents. Count on them shooting at you. Alot. Get Form Fitting Body armor and Secure Tech PPP stuff and the supplement with for examle a leather jacket. You should easily be able to reach 9/7 in armor values.

I would get and extra rank in your glasses for thermographic vision. Just remember you can only do magic on things you can see with you own natural senses (or with cybereyes).
Why have you spend all that money on spirit binding material when you don't have Binding?

Rasmus

PS: Pixies makes killer combat mages  ;D
Deplore killings made in the name of religion. Can't it just be for fun?

Makki

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« Reply #9 on: <10-13-12/0421:11> »
if you really need some more dice for drain, I have the following suggestion:
get the Bad Rep negative qualitiy.
attune a Blood Fetish from Digital Grimoire.
have one permanent box of physical damage.
enjoy +4dice on drain tests.

UmaroVI

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« Reply #10 on: <10-13-12/0913:21> »
First, you may want to take a look at the link in my sig and the Burnout Combat Mage character, who is conceptually pretty similar.

Specific things:
-1 Summoning, +1 Counterspelling is a good idea
You still suck at lying with Con 1, I'd redistribute that elsewhere.
Aptitude isn't paying off for you, and is really not that great.
Lion is a bad mentor spirit, because Banishing is a bad skill. There are about five zillion mentors that grant Combat and something else useful, take one of them.
Skillsofts are crazy expensive. You can get skillwires later, maybe, but I would still fill your essence with better things and spend the absurd piles of money skillsofts cost on getting higher-grade ware to pack more in.
You don't need both Flamethrower and Lightning Bolt. Pick one. If you want Lightning Bolt, make sure your GM agrees it does P damage; some people rule it does S despite the stat block, since it says it is Electrical.
I would take Blizzard over Fireball if you are concerned about vehicles; Blizzard forces crash tests which is very good.
Know Stunball. Unless you are up against drones or vehicles, stun* spells are the best damage dealers in the game.
If you want one more combat spell, Soundwave has a valuable niche of being good for taking out living targets that you cannot all see (such as people behind cover or around corners).
Wreck Vehicle is IMO too narrow to really be a good idea. I would either drop it, or drop both it and both Flamethrower and Lightning Bolt for Powerbolt. You want one spell for dealing lethal damage, not three.
I agree with the advice above about better armor and having one good contact instead of three bad ones.

Argentis

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« Reply #11 on: <10-13-12/1039:52> »
Good stuff so far guys, thanks for all the feedback.

What mentor spirit should i look at?  I like the idea of wolf, but we have a shaman/face in the group, and it would feel like I'm duplicating the other player, which is what I want to avoid as much as possible.

On another note, is a decker/mage viable, or is that dividing my focus too much?  Seems like a good synergy since both roles are reliant on logic, but not sure if i'd have the resources to pull that off.

Argentis

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« Reply #12 on: <10-13-12/1132:25> »
Another thing is that my group is using the rules that with direct spells net hits stage up the drain. I'm going to talk to the gm about this because this feels like its crippling my character.

Makki

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« Reply #13 on: <10-13-12/1253:19> »
Another thing is that my group is using the rules that with direct spells net hits stage up the drain. I'm going to talk to the gm about this because this feels like its crippling my character.
It's a good rule. Otherwise, direct spells are way overpowered.
For Mentor, there are so many with +Combat Spells, pick whatever feels best, for your chars personality.

foolofsound

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« Reply #14 on: <10-13-12/1314:21> »
It's a good rule. Otherwise, direct spells are way overpowered.
For Mentor, there are so many with +Combat Spells, pick whatever feels best, for your chars personality.
I'm not a fan of that rule in particular, but I do agree that Direct spells are overpowered.