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[SR5] Edge Mage

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The Bald Man

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« on: <12-05-13/1917:49> »
Below is the character I hope to use at my next game.  I haven't played in a couple decades.  I read the corebook.  I like the idea of a Mage with max edge that can 'burst' when the dreck hits the fan.  Am I missing anything obvious?


Edge Mage
Priorities:
Meta: C – Human
Attributes: B
Magic: A – Hermetic Mage
Skills: E
Resources: D

Character concept:
[spoiler]
Living the life in the corp arcology.  Groomed to be top tier wage mage.  Parents were former shadowrunners, though the character didn’t know.  Parents, professionals from the door, made sure a go-bag was prepared and I had certain skills that aren’t necessarily standard for a corp brat.  Shortly before game start, a pair of powerful spirits (know to be bound by parents) show up with instructions from the parents, “Get out immediately, grab your go bag and…”  Spirits dissipate mid-message.  I get out just in time as I see flash-bangs go off in the apartment before I am out of line-of-sight.  I get my go-bag which has some equipment, reagents, cash, and a handwritten note.  [I thought it would be cool to actually write the letter that the character received and have the character carry it around]. 
The note includes the typical shadowrunner advise: shoot straight, conserve ammo, and never trust a dragon.  Also provides names for a few of the starting contacts that my parents had a relationship with. 
So now we have a kid who has never been on his own thrust into the shadows.  Not really prepared to kill anyone. 
Character goal is to find out what parents were involved in and what happened to them. 
[/spoiler]

ATTRIBUTES:
[spoiler]
BOD: 2 (10 Karma)
AGI: 3
REA: 3
STR: 2
WPR: 6
LOG: 5
INT: 4
CHA: 4

Edge: 7
Magic: 6
Essence: 6

Limits
Physical – 3
Mental – 7
Social – 7
[/spoiler]

QUALITIES/Karma
[spoiler]
Corporate SIN: -25
Quick Healer: 3
Focused Concentration (2): 8   
BOD 1->2: 10
Skills: 29
[/spoiler]

SKILLS:
[spoiler]
With build points
  Pistols – 2
  Counterspelling – 6
  Spellcasting – 6
  Banishing – 3
  Summoning – 3
  Assensing – 3
  Astral Combat – 4
    Specialty: Mages – 1
With Karma
  Ritual Spellcasting -1
  Enchanting Group -1
  Binding -1
  Arcane -1
  Athletics Group -1
  Perception -1
  Electronics Group -1
  First Aid -1
  Medicine -1
  Pilot: Ground -1

Knowledge/Language
I left them open to tailor to the campaign.  I figured some regional knowledge, Corporate Arcology Life, Magical theory, magical forensics; and some personal interests like special effects and music.  18 levels can take you a long way in customizing the character. 
[/spoiler]

SPELLS:
[spoiler]
[C] Blast (indirect, Stun, AOE)
[C] Lightning Bolt (Ind., physical, LOS)
[D] Detect Dragon, Ext (FxMAGx10)
[H] Heal
[H] Oxygenate
Improved Visibility
Trid Phantasm
[M] Influence
[M] Levitate
[M] Magic Fingers
[/spoiler]

EQUIPMENT: 49,835Y
[spoiler]
5000Y Middle Lifestyle 1 month
100Y Survival Knife
725Y Ares Predator V 5(7),8P/-1AP
150Y   Concealable Holster
30Y   Clip w/15r regular ammo
35Y   Clip w/15r regular ammo
500Y   Silencer/Supressor
1000Y Armor Jacket (AR12)
650Y Urban Explorer Jumpsuit (AR9)
2250Y   Non-conductivity: 9
500Y   Feedback
100Y Helmet (AR+2)
250Y Goggles (1-6 x 50)
2000Y   Smartlink (1)
250Y   Flare Compensation (1)
250Y   Image Magnification (1)
500Y   Ultrasound (1)
500Y   Low Light (1)
600Y Contacts (1-3 x 200)
25Y   Image Link (1)
1000Y   Vision Enhancement (2)
50Y Optical Binoculars
150Y Ear Buds (3)
1500Y   Audio Enhancement (3)
70Y Trodes
5000Y Comlink (6)
50Y   Subvocal Mic
100Y   Sim module
150Y AR Gloves
10000Y Fake SIN Rating 4
800Y  Fake License Rating 4 - Pistol
800Y  Fake License Rating 4 - Concealed
800Y  Fake License Rating 4 - Magic
2500Y Fake SIN Rating 1 (throw-away for mission use)
2000Y Reagents: 100
200Y Gas Mask
300Y Respirator (6)
200Y Survival Kit
750Y Medkit (3)
5000Y Docwagon, Basic (1-year)
3000Y Lodge: 6
[/spoiler]

CONTACTS:
[spoiler]
Fixer 6x2
Talismonger 3x1
[/spoiler]

Bushw4cker

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« Reply #1 on: <12-05-13/2340:54> »
I like your Attribute Choices
I like your Spell Choices

I would personally take Perception over Assensing. your Dice Pool for Perception is only going to be 5. I usually try to get 6 (+2 Visual)
Read the rules on Binding Spirits your going to have hard time with that at Rating 1. I would take over Banishing.

With being a magic user and Karma being SOO much more important than any other class, and because you have limited points for skills. I would specialize a lot. 1pt or 7 karma later...that another spell + some.
I know its tempting to take Astral Combat because it's linked to willpower, but without weapon focus your going to get torn apart by spirits and spells in astral from what I've read.
I personally would take
Pistols 2 (Semi-Automatics +2)
Spellcasting 6
Counterspelling 5 (Your going to use Spellcasting 20 times for every time you Counterspell, I would specialize maybe Combat..)
Summoning 1-2 (Your Favorite Spirit here +2)
Binding 1-2 (Your Favorite Spirit here +2)
If your set on Astral Combat get a melee skill and weapon focus.
Astral Combat (Swords +2)
Blades (Swords +2)

With Karma take
Arcana 1
Banishing 1 (The times your REALLY going to need it you'll want to spend Edge anyways)
Computer 1 (You don't need group)
First Aid 1 (I would not take Medicine or First Aid, but if your going to take one...)
Assensing 1 (If you take with Regular skills I would specialize..)
I wouldn't bother with Athletics group, I would try to add anouther point to attributes. Maybe add to Intuition or Body..
If you can work around only having max 26K starting Nuyen, I would take Resources E, and spend 10 karma or less.
DO NOT take enchanting Group you have to have spells specifically for Alchemy, Read up on it.

Contacts max Rating total 7 so you could have Connection 6 and Loyalty 1...and so on.
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Bushw4cker

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« Reply #2 on: <12-06-13/0012:54> »
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Beaumis

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« Reply #3 on: <12-06-13/1038:31> »
Unless you take the sorcery skill group, there is absolutely no reason not to specialize in spellcasting and counterspelling. Spellcasting is your single most used skill as a mage and counterspelling is a pool that depletes with use, so getting two additional dice against the real nasty stuff is a bargain. (Depends on your GM which is worse, Manipulation or Combat.) Specializing in a spirit type for summoning and binding is also a bargain if you plan to use that spirit type a lot.

sn0mm1s

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« Reply #4 on: <12-06-13/1141:52> »
IMO, you should never get the banishing skill. Unless you know for certain that a spirit isn't bound you never want to attempt a banishing and I don't recall any method in the rulebook to distinguish between an unbound spirit and a bound one (only that being bound makes your astral tracking roll easier). On top of that, the rulebook states that almost every spirit used in security is bound. Bound spirit resists banishing with Force + Summoner's Magic - and your net hits *only* reduce the number of services.

So, let's say there is a corp mage with Magic 6 and a bound Force 6 spirit with 3 services.You would need to get 3 hits more than the 12 dice pool opposed roll. You will likely be soaking 8 boxes of damage and not banishing the spirit. The only edge a banisher has is Edge (since the spirit/summoner can't use it).

Michael Chandra

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« Reply #5 on: <12-06-13/1150:03> »
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.
How am I not part of the forum?? O_O I am both active and angry!

sn0mm1s

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« Reply #6 on: <12-06-13/1206:21> »
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.

This can't happen. The spirit is resisting the banishing - not the summoner. It would be the spirit using Edge - not the summoner. It has been explicitly stated that a bound or summoned spirit can't use Edge.

Michael Chandra

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« Reply #7 on: <12-06-13/1210:07> »
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.

This can't happen. The spirit is resisting the banishing - not the summoner. It would be the spirit using Edge - not the summoner. It has been explicitly stated that a bound or summoned spirit can't use Edge.
You are correct on that the Spirit cannot use Edge. The Summoner, however, can use their own Edge on the Spirit's tests. Please make sure you actually are aware of the rules before objecting to something that contradicts your recollection.
How am I not part of the forum?? O_O I am both active and angry!

sn0mm1s

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« Reply #8 on: <12-06-13/1214:57> »
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.

This can't happen. The spirit is resisting the banishing - not the summoner. It would be the spirit using Edge - not the summoner. It has been explicitly stated that a bound or summoned spirit can't use Edge.
You are correct on that the Spirit cannot use Edge. The Summoner, however, can use their own Edge on the Spirit's tests. Please make sure you actually are aware of the rules before objecting to something that contradicts your recollection.

My mistake - at work. You are correct.

Bushw4cker

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« Reply #9 on: <12-06-13/1415:47> »
Here's What I would Suggest for skills
Spellcasting 6 (Combat +2)
Counterspelling 5 (Combat or Manipulation +2)
Summoning 2 (Your Favorite Spirit +2)
Binding  2 (Your Favorite Spirit +2)
Perception 2 (Visual +2)
Pistols 2 (Semi-Automatic +2)
Sneaking  2 (Urban +2) --Compliments Invisibility Spell

If your Going to get Weapon Focus..
Blades (Swords +2)
Astral Combat (Swords +2)

Skills I would Get with Karma
Computer 1
Assensing 1
Arcana 1
Etiquette 1

Skills you might want to consider getting with Karma
Animal Handling 1
Unarmed Combat 1
Performance 1 (Maybe to Compliment Trid Phantasm..)
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

The Bald Man

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« Reply #10 on: <12-07-13/1451:26> »
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

That would be awesome.  When I saw how much more stuff you get for upgrading from E to D, versus the minor drop from skills D to E I made the switch.  I would like to see what you recommend. 

Thank you.

All4BigGuns

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« Reply #11 on: <12-07-13/1505:40> »
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

Except that Resources E is ridiculously low, and is not enough to get all of the "everyman" gear (not and have a lifestyle that is worth having). Fake SINs of a decent rating are not "easy to get" in game, as the availability of the ones that pass more than the most cursory scrutiny are such that one practically needs a Pornomancer to get them quickly (and quickly is necessary with those).
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Bushw4cker

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« Reply #12 on: <12-07-13/1510:46> »
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

Except that Resources E is ridiculously low, and is not enough to get all of the "everyman" gear (not and have a lifestyle that is worth having). Fake SINs of a decent rating are not "easy to get" in game, as the availability of the ones that pass more than the most cursory scrutiny are such that one practically needs a Pornomancer to get them quickly (and quickly is necessary with those).

He has Real SIN though. you can get up to 26K nuyen using karma. Besides I think it fits his background story better. It kind of Depends on your GM as well.
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

The Bald Man

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« Reply #13 on: <12-07-13/1523:49> »
Regarding Astral Combat & Banishing

I was planning on using Banishing against spirits because closing to melee to do damage against the ones with energy aura is going to tear you up worse than banishing drain.  ...but Micheal pointed out that the summoner can use edge to buff that roll...yikes...

I was going to use astral combat against mages.  No drain, no equipment required.

What is a little mage to do when the team happens across a hostile (bound) fire spirit?  Does the energy aura work in the astral or only when manifest?  Energy Aura is listed as physical, so does that mean when I hit it from astral projection that I don't get burned?


Regarding Counterspelling
Since you counterspell based on you skill level (not dice pool) does a specialty provide bonus dice against the chosen school?

All4BigGuns

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« Reply #14 on: <12-07-13/1524:06> »
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

Except that Resources E is ridiculously low, and is not enough to get all of the "everyman" gear (not and have a lifestyle that is worth having). Fake SINs of a decent rating are not "easy to get" in game, as the availability of the ones that pass more than the most cursory scrutiny are such that one practically needs a Pornomancer to get them quickly (and quickly is necessary with those).

He has Real SIN though. you can get up to 26K nuyen using karma. Besides I think it fits his background story better. It kind of Depends on your GM as well.

The real SIN should never be used during a run and kept as clean as possible.

It's still not enough at Resource E. One Fake SIN (bare minimum any character should start with) and the accompanying fake Licenses will run 11,000. Add in a comm-link (another item every character should have) and you're looking at another 2,500 for one that is worth having--not to mention another 500 for subvocal mic--necessary for secure communication which doesn't break your stealthing--a biometric reader to secure the device and AR gloves and then there's a pair of contact lenses with Image Link so that you can actually perceive AR and not stick out like a sore thumb (another reason to have the comm). Every character, even mages, should have armor and a decent gun, which further increases the expenditure. Let's say Colt Govt and Lined Coat here for another 1,325 nuyen. This won't leave much at all for a decent lifestyle and any foci the mage in question needs/wants for his role on the team.

The priority chart for Resources really needs to have every current 'level' brought down one with A being changed to what A was in 3rd.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen