Author Topic: 1200 Karma Face Mage Build  (Read 212 times)

Totentanz

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1200 Karma Face Mage Build
« on: (17:58:24/08-29-17) »
My long-time RP group has finally come around to trying SR5.  One of our guys who absolutely loves SR has agreed to run a game for a smaller section of the group.

Group Details:
  • Two PCs, one NPC
  • We will be independent operators / criminal types, so traditional Shadowrunning is somewhat limited, though not out of the question.
  •   Other PC is a Melee Adept
  • NPC is a decker / sniper.

Character Creation Details:
  • 1200 Karma
  • Characters are "Primer Runners" and thus don't have normal restrictions on gear availability, Attribute maxes, etc.
  •   Everything in my posted build is pre-cleared with the GM.
  • Essence loss only decreases Magic Maximum
  • 1 Karma = 3000Y

My PC:
  • Concept is Elf Mage / Face, with Bioware (because I like doing things the hard way my first time out.)
  •   Former mercenary with a AA corp. 

Any and all feedback is appreciated.  I'm specifically hoping for thoughts on if I spent too many resources optimizing my Magic DPs and augs.  I somewhat neglected my "backup" dice pools, here.  The only thing I'm 100% set against is abandoning the concept of the augmented Mage.

( Edited to clarify a few things )

== Personal Data ==
Movement: 8/16 (2m/hit)     Swim: 5 (1m/hit)    
Composure: 14
Judge Intentions: 13
Lift/Carry: 4 (30 kg/20 kg)
Memory: 8
Nuyen: 479

== Attributes ==
BOD: 2
AGI: 4
REA: 3
STR: 2
CHA: 8
INT: 5
LOG: 2
WIL: 6
EDG: 3
MAG: 8

== Derived Attributes ==
Essence:                   5.03
Initiative:                8 +2d6
Rigger Initiative:         8 +2d6
Astral Initiative:         10 +3d6
Physical Damage           Track: 9
  Stun Damage           Track: 11

== Limits ==
Physical:                  3
Mental:                    5
Social:                    13
Astral:                    13


== Active Skills ==

(Appropriate skills include Power Focus)
== Magic Skills ==
Spellcasting     21
Summoning     21
R Spellcasting 17
Alchemy          17
Banishing        16
Binding            16
Artificing          16
Disenchanting 16
Counterspelling 14
Assensing        8
Arcana             3

(Social Skills don't include Tailored Pheromones )
==Social Skills==
Negotiation            12
Con                       10
Etiquette                11
Intimidation            10
Leadership             10

== Other Skills ==
Automatics (Machine Pistols)  6 (8) (Before smartlink)
Artisan         6
Blades                   6
Disguise                 6
Palming                   5
Perception               6
Running                   3
Sneaking                 5
Swimming               3

== Knowledge Skills ==
English                  Native
Japanese                 Base:  3          Pool:  8
Sperethiel               Base:  3          Pool:  8
Magical Organizations    Base:  3          Pool:  5
Magical Theory (Academic)Base:  4          Pool:  6
Mercenary Practices      Base:  0          Pool:  4
Seattle Criminal UnderworldBase:  1          Pool:  3


== Qualities ==
Allergy (Uncommon, Mild) (Silver)
Biocompatability (Bioware)
Code of Honor (Code of the Criminal)
Focused Concentration (Rating 6)
Insomnia (Basic)
Low-Light Vision
Magician
Mentor Spirit (Dragonslayer)
Prototype Transhuman
SINner (Corporate Limited) (Helios International Security Solutions)

== Tradition ==
Black Magic, Resist Drain with: WIL + CHA (14)

== Initiation ==
Grade 1 -- (Ordeal, Group) Centering
Grade 2 -- (Ordeal, Group) Geomancy
Grade 3 -- (Ordeal, Group) Masking

== Spells ==
Armor (Alchemical)       DV: F-2
Aspect Mana Line         DV: Special
Ball Lightning (Limited) DV: F-3
Clout                    DV: F-3
Combat Sense             DV: F
Heal                     DV: F-4
Increase Reflexes        DV: F
Influence                DV: F-1
Levitate                 DV: F-2
Manabolt                 DV: F-3
Stunbolt                 DV: F-3
Trid Phantasm (Limited)  DV: F-2

== Lifestyle ==
Bolthole (Low) 2 Months
   + Datahost Subscription [+250]
   + Extra Secure
   + Obscure/Difficult to Find [+10%]

== Cyberware/Bioware ==
Bone Density AugmentationRating 4 (Delta)
Boosted Reflexes (Gamma)
OrthoskinRating 4  (Beta)
Dragon Hide  (Gamma)
Insulation (Alpha)
Sleep Regulator (Alpha)
Tailored PheromonesRating 3 (Alpha)

== Armor ==
Armor Jacket                       12
   + Chemical Protection 6
   + Fire Resistance 3
   + Nonconductivity 4
   + Thermal Damping 4
   + YNT Softweave Armor
Full Body Armor                    17
   + Attachable Gear Access
   + Fire Resistance 6
   + Full Body Armor: Chemical Seal
   + Gel Packs
   + Nonconductivity 4
   + Thermal Damping 5
   + YNT Softweave Armor
   + Quick-Draw Holster
Full Body Armor: Helmet             3
   + Fire Resistance 3
   + Nonconductivity 3
   + Thermal Damping 3
   + YNT Softweave Armor
Helmet                              2
   + Chemical Seal
   + Nonconductivity 3
Mortimer of London: Argentum Coat  14
   + Chemical Seal
   + Concealability
   + Custom Fit (Stack)
   + Fire Resistance 1
   + Gel Packs
   + Thermal Damping 3
   + Concealed Quick-Draw Holster
Mortimer of London: Berwick Suit    9
   + Chemical Protection 2
   + Concealability
   + Custom Fit
   + Fire Resistance 1
   + Nonconductivity 4
   + Thermal Damping 1
   + YNT Softweave Armor

== Weapons ==
Ares Alpha
   + Extended Clip
   + Folding Stock
   + Foregrip
   + Gas-Vent 3 System
   + Improved Range Finder
   + Melee Hardening
   + Personalized Grip
   + Smartgun System, Internal
   + Spare Clip
   + Spare Clip
   Pool: 6   Accuracy: 8   DV: 11P   AP: -2   RC: 8 (9)
Ares Crusader II
   + Concealed Quick-Draw Holster
   + Gas-Vent 2 System
   + Improved Range Finder
   + Personalized Grip
   + Silencer
   + Sling
   + Smartgun System, Internal
   + Spare Clip
   + Spare Clip
   Pool: 6 (8)   Accuracy: 8   DV: 7P   AP: -   RC: 4
Combat Knife
   Pool: 6   Accuracy: 6   DV: 4P   AP: -3   RC: 2

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1) x3
Transys Avalon (ATT: 0, SLZ: 6, DP: 0, FWL: 6)
   + Encryption
   + Signal Scrub
   + Browse
   + Search
   + Sim Module
   + AR Gloves
   + Trodes
   + Subvocal Mic

== Gear: Equipped ==
Backpack (Good)
Power Focus (Bonded Foci) Rating 7
Centering Focus (Bonded Foci) Rating 5
Certified Credstick, Silver Rating 1
Certified Credstick, Standard Rating 5
Contacts Rating 3
   + Flare Compensation
   + Smartlink
   + Image Link
Datachip x10
Earbuds Rating 3
   + Sound Link
   + Select Sound Filter Rating 1
   + Audio Enhancement Rating 1
Fake SIN (Burner ID) Rating 2
Fake SIN ("Real ID") Rating 4
   + Fake License (Magic License) Rating 6
   + Fake License (Bounty Hunter) Rating 5
   + Fake License (Military Augs) Rating 5
Fetish x2
Goggles Rating 6
   + Flare Compensation
   + Thermographic Vision
   + Vision Enhancement Rating 3
   + Vision Magnification
Mage Sight Goggles
Magical Lodge Materials Rating 10
Medkit Rating 3
Periscope
Reagents, per dram x100
Restraint, Metal
Restraint, Plastic x10
Standard Tags x10

== Gear: Available ==
Fake SIN (Lucian ) Rating 6  (Actual SIN)
   + Fake License (Magic, Weapons, and Bioware.) Rating 1

== Location: Ammo Bag ==
Ammo: APDS (Assault Rifles) x100
Ammo: APDS (Machine Pistols) x100
Ammo: Regular Ammo (Machine Pistols) x200
Ammo: Silver (Assault Rifles) x200
Ammo: Stick-n-Shock (Assault Rifles) x100
Ammo: Stick-n-Shock (Machine Pistols) x100
« Last Edit: (17:28:32/08-30-17) by Totentanz »

ShadowcatX

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Re: 1200 Karma Face Mage Build
« Reply #1 on: (20:06:02/08-29-17) »
Deltaware? Magic 8 despite lowered essence and no initiation? Skills significantly above 6? And you think this is the hard route?

The only real advice I have is that for all your power gaming your body is probably 3 points too low.
« Last Edit: (20:12:01/08-29-17) by ShadowcatX »

Mathan

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Re: 1200 Karma Face Mage Build
« Reply #2 on: (22:18:03/08-29-17) »
I admit I think the prime runner rules do a meh job of fixing everything up so you can transfer a seasoned character up or re-imagine them, but at the same time... yeah honestly just do prime by karma and jack up the Karma 200 instead of 4 I think. Keep in mind 'prime' still has racial limits, and gear limits. It just has higher gear limits allowing for 15 instead of 12, opening the door to a surprising number of things. Also does not grant easy Delta.

Which, again, is just RAW. but without that... threats for you guys will be kinda super lethal.

Glyph

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Re: 1200 Karma Face Mage Build
« Reply #3 on: (22:45:10/08-29-17) »
Dragonslayer and black magic?  Unless your table has different fluff/background for one or both, your tradition and mentor spirit seem like they would be at odds.

Not going mystic adept?  Astral sight/projection is nice, but you are 45 Karma away from having 8 power points to play with.  If you are worried about stepping on the other player's toes, there are plenty of social-enhancing powers, as well as combat sense so you won't get hit as easily.

Totentanz

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Re: 1200 Karma Face Mage Build
« Reply #4 on: (17:20:22/08-30-17) »
I don't know how to multi-quote here; apologies in advance.

Shadowcatx:
I did Initiate; it just didn't show up in the data from Chummer.  I've edited it in manually.
I also don't have skills above 6; I just have a boned power focus.  I'll go back after I finish this and edit to better reflect that.
Regarding Body, even with the Bone Aug / Dragonskin, you think it should be at 5?  I could move some Attributes around; which do you suggest lowering?

Mathan:
Character creation rules are fixed at this point.
Any advice on weak areas to regarding this level of lethality?
'Ware wise, the GM approved everything I had in terms of  availability, but I don't have a special pipeline or anything for the "good stuff" going forward.  If I'm blowing that one-time offer in the wrong place, I'd love to hear it.

Glyph:
We are altering the fluff around Black Magic a bit, yes.  My post was already long so I left out some fluff discussion.  Lucian is the noble criminal sort.
I'm not really worried about stepping on toes.  I had considered MysAd, but end up staying straight Mage.  I would need to net 50 Karma to swap the quality AND get the power points.  If I went that route, where would you advise I pull back?

ShadowcatX

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Re: 1200 Karma Face Mage Build
« Reply #5 on: (17:25:31/08-30-17) »
Yes. You won't die because you took Magic 7 instead of Magic 8. You very well might die because you took body 2 instead of body 5. Shadowrun is a marathon, not a sprint.

Totentanz

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Re: 1200 Karma Face Mage Build
« Reply #6 on: (20:27:52/08-30-17) »
Yes. You won't die because you took Magic 7 instead of Magic 8. You very well might die because you took body 2 instead of body 5. Shadowrun is a marathon, not a sprint.

Fair enough!  Dropping Magic to 7 is enough to get Body to 4 with 5 Karma leftover.  Also realized I spent Karma on a ritual I got free with Initiation, so that leaves me with 10 Karma.  I'll go ahead and drop that third Initiation, which leaves me with 26.