Author Topic: [SR5] Black Mage (Elf)  (Read 71 times)

Bushw4cker

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[SR5] Black Mage (Elf)
« on: (09:52:33/12-06-17) »
A Character that I'm helping player make who is new to Shadowrun. It's going to be a bit above Street Level campaign that I have ran before with other players.    
   
The character is an uncouth elf magician who a practitioner of Black Magic. He does whatever he wants and doesn't care who he hurts in the process. He has two blackmailed contacts that are terrified of him. (Better to be feared than to be Loved Quality.) He uses a small army of bound earth spirits to help in combat and to intimidate.    

Any thoughts, comments or suggestions are appreciated.

Thanks

Link to character sheet.

https://ibb.co/mo5ESw
   
Karma Gen  800 Karma   
   
CHARACTER   
Elf Magician    
Black Magic Tradition    
   
ATTRIBUTES
   
BOD 3   
AGI 3   
REA 3   
STR 3   
WIL 6   
LOG 3   
INT 5   
CHA 6   
EDG 2   
MAG 6   
Initiative: 8 + 1D6   
   
LIMITS   
Physical 4   
Mental 6   
Social (Astral) 8   
   
POSITIVE QUALITIES
   
Better to be Feared than to be Loved   
Spirit Affinity (Earth)   
Dark Ally (Boggle)   
Animal Empathy   
Animal Familiar    
Mentor Spirit (Stag)   
   
NEGATIVE QUALITIES   
SINner (National)   
Uncouth   
In Debt 6   
   
SKILLS   
Pistols 1   
Blades 1   
(Knives +2)   
Perception 1   
(Visual +2)   
Animal Empathy 1   
Computer 1   
Intimidation 1   
(Mental +2)   
Counterspelling 3   
Arcana 1   
Assensing 1   
Astral Combat 1   
(Weapon Foci +2)   
Ritual Spellcasting 3   
(Minions +2)   
Spellcasting 6   
(Manipulation +2)   
Summoning 3   
(Spirits of Earth +2)   
Binding 3   
(Spirits of Earth +3)   
   
KNOWLEDGE SKILLS   
Music 1   
Trid Shows 1   
Matrix Games 2   
Social Networks 1   
(Trolling +2)   
Magical Threats 1   
Talismongering 1   
Magic Theory 2   
Police Procedures 1   
Insults 2   
(Racial +2)   
   
LANGUAGE SKILLS
   
English N   
Japanese 1   
Sperethiel 1   
   
SPELLS
   
Stun Bolt   
Control Actions   
Mob Control   
Influence   
Levitate   
Opium Den   
Heal (Self Only)   
Combat Sense   
   
RITUALS
   
Watcher   
   
WEAPON FOCI
   
Ceramic Knife (Rating 3)   
   
FOCI
   
Binding (Rating 3) Spirits of Earth   
   
BOUND SPIRITS
   
4 x Spirits of Earth (Force 6) with 3 services each.   
1 x Boggle Spirit (Force 6) with 5 services.   
   
ANIMAL FAMILIAR   
Crow   
   
STAG MENTOR SPIRIT
   
Composure (3) Test to back down from being disrespected   
+2 To Summon Spirits of Earth    
+2 To Blades   
   
BLACKMAILED CONTACTS   
Mohammed (Arab Dwarf Street Doc)  Connection 4  Loyalty 3   
Chief (Native American Human Talismonger)  Connection 3  Loyalty 4   
   
CONTACT
   
Smiley (Ork Fixer) Connection 4  Loyalty 2   
   
ID/LICENSES/MONEY
   
Real SIN (National, UCAS)   
Fake SIN (Rating 4) John Smith   
2 x Standard Credsticks   
   
COMMLINK   
Renraku Sensei (with Hot Sim Mod)   
Data 3 Firewall 4   
Program Carrier Mod (Virtual Machine)   
Programs: Encryption, Browse   
Apps: P2.1, Miracle Shooter   
AR Gloves, Trodes, Subvocal Mic   
   
WEAPONS   
Ruger Super Warhawk w/ 30 Rounds Explosive Ammo   
   
ARMOR   
Lined Coat    
w/ Fire Resistance 6, Nonconductivity 3   
Armor Clothing    
w/ Concealed Pockets (x1), Biofiber Pockets (x2), Faraday Pocket (x1)   
   
GEAR   
Contacts (Capacity 2)   
w/ Flare Compensation, Image Link   
Ear Buds (Capacity 2)   
w/ Audio Enhancement 2   
Concealable Holster (Ruger Super Warhawk)   
40 x Reagents   
   
LIFESTYLE
   
High w/ Special Work Area   
Magic Lodge (Rating 6)   
Saeder-Krup Grid Access   
« Last Edit: (10:01:11/12-06-17) by Bushw4cker »
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Checkmate

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Re: [SR5] Black Mage (Elf)
« Reply #1 on: (21:47:47/12-06-17) »
Your spell list lacks improved reflexes, which I usually consider to be a standard spell for mages (Though I know some people/tables feel differently.)

Your skills seem to be a bit... All over the place. It may be worth it to pull back on some of the ones you're not as attached to and bump the more central ones (e.g. perception, summoning, binding.)

Dark Ally requires Binding 7 and Ritual Spellcasting 9, so unless your GM has made an allowance, you shouldn't have it.

In Debt is usually frowned upon as a quality, but that's by table.

Most programs can only be run on cyberdecks, not commlinks.
« Last Edit: (21:52:40/12-06-17) by Checkmate »

Glyph

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Re: [SR5] Black Mage (Elf)
« Reply #2 on: (22:18:59/12-06-17) »
The Uncouth quality really hurts this character!

First, that intimidation skill and specialization will cost double, or 18 Karma rather than 9 Karma.  So the quality only gives a net gain of 5 Karma.

But the social skills that he is missing make it even worse for him, because he is treated as "Unaware" in those skills.  This means that he cannot default for etiquette, negotiation, con, etc.  And what makes this even more painful is that normally a Charisma of 6 would give 5 dice for defaulting, which isn't that bad.

I would reconsider this quality.  There are much better qualities to emulate an intimidating sociopath - Sadism, Vindictive, etc.

Bushw4cker

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Re: [SR5] Black Mage (Elf)
« Reply #3 on: (02:23:06/12-07-17) »
Checkmate

Your spell list lacks improved reflexes, which I usually consider to be a standard spell for mages (Though I know some people/tables feel differently.)

Your skills seem to be a bit... All over the place. It may be worth it to pull back on some of the ones you're not as attached to and bump the more central ones (e.g. perception, summoning, binding.)

Dark Ally requires Binding 7 and Ritual Spellcasting 9, so unless your GM has made an allowance, you shouldn't have it.

In Debt is usually frowned upon as a quality, but that's by table.

Most programs can only be run on cyberdecks, not commlinks.
.................

Maybe get rid of Ritual Spellcasting...?

Improved Reflexes... As the GM of this players character.. I am OK with him not having Improved Reflexes, even though it might help team, I had some Playhers in the past abuse it.. Well maybe not abuse, but use to it's maximum potential, which made my job less fun, when the mage kept casting it on the team's Elf Sniper who had a 20 dice pool Longarms skill.

Practitioners of Black Magic gain the Dark Ally for Free. It is a Boggle Spirit.

Programs can run on commlinks with Mod in Data Trails.

My Table, I like In Debt...
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Bushw4cker

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Re: [SR5] Black Mage (Elf)
« Reply #4 on: (02:31:38/12-07-17) »
The Uncouth quality really hurts this character!

First, that intimidation skill and specialization will cost double, or 18 Karma rather than 9 Karma.  So the quality only gives a net gain of 5 Karma.

But the social skills that he is missing make it even worse for him, because he is treated as "Unaware" in those skills.  This means that he cannot default for etiquette, negotiation, con, etc.  And what makes this even more painful is that normally a Charisma of 6 would give 5 dice for defaulting, which isn't that bad.

I would reconsider this quality.  There are much better qualities to emulate an intimidating sociopath - Sadism, Vindictive, etc.

The Player is excited to play an Uncouth character after seeing the Quality. The number one important rule when I GM, is everyone have fun. The team does have a Face which can hopefully reign in some of this characters less than delicate social graces. At least he can socially interact with animals quite well.
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett