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Hermetic Combat Mage

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Tarislar

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« on: <06-19-14/2113:43> »
Quick & dirty build for a friend that doesn't have the books but wants to play.

Anyone see any glaring flaws that I can correct ?


A-Attr-24
B-Magic-4 + 44 + 7
C-Human-5
D-Cash-$50K
E-Skills-18


B-3      A-4      R-5      S-1
   W-5      L-6      I-5      C-3
Edg-4      Mag-7      Ess-6      
   PL-4      ML-8      SL-7


Counterspelling-6
Perception-6-Visual+2
SpellCasting-6-Combat+2+2
Summoning-6
English-N
Japanese-4
Club Music-2 - Astral Rock +2
Magical Theory-5 - Mana Cycles History +2
Sprawl LIfe-4 - Safehouses +2
Security Procedures-3 - Magical +2
   Purchase w/ Karma - 14
Assensing-1
Automatics-1
Etiquette-1
Pilot Ground Craft-1
Ritual Sorcery-1
Sneaking-1
Unarmed Combat-1+2


Qualities:
Exceptional Attribute - Magic      (14)
Focused Concetration-4         (16)
MentorSpirit-Shark         (5)
Allergy-Mild-Bees         (-10)
SINner-National            (-5)
Weak Immune System         (-10)



Contacts:
Mr. Johnson (5/2)
Talismonger (1/1)


Spells:
Clout         Fire Ball
Heal         Increase Reflexes
Physical Mask

Need 2 of the following,  open 2 suggestions
Clairvoyance v/s  Mind Probe
Levitate v/s Influence


Cash - $50K + $2K (-1 Karma) = $52K
100-Survival Knife
550-Shock Gloves
1830-Steyr TMP + GV3, Conceal Holster, Spare Clip, APDS-50, Gel-50
200-Clothing *10
1400-Electrochromic Lined Coat
3200-Hermes Ikon + SimModule, Microtranceiver
12425-Fake SIN-4, Fake Driving, Magic, Firearms Licenses -4 *3, Standard & Silver Credsticks
1675-Glasses-4 + Flare, Image, Thermo, Enhancement-1
750-MedKit-3
28500-Hyundai Shin-Hyung
1370-Remaining Cash


ProfGast

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« Reply #1 on: <06-20-14/1329:52> »
AFB but quick lookover:
 You appear to have 35 points in positive qualities.
Allergy (Mild/Common) Bees, while listed explicitly in the book, is one I would only very grudgingly accept.  Unless the GM plans to have lots of bee exposure, it doesn't really have the same incidence as say... Soy, Seafood, or Sunlight (three S's)

Poindexter

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« Reply #2 on: <06-20-14/1354:58> »
AFB but quick lookover:
 You appear to have 35 points in positive qualities.
Allergy (Mild/Common) Bees, while listed explicitly in the book, is one I would only very grudgingly accept.  Unless the GM plans to have lots of bee exposure, it doesn't really have the same incidence as say... Soy, Seafood, or Sunlight (three S's)

yeah, how is grass uncommon but bees are common?

Seems like the less vegetation, the fewer bees.
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reyjinn

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« Reply #3 on: <06-20-14/1639:32> »
AFB but quick lookover:
 You appear to have 35 points in positive qualities.
Allergy (Mild/Common) Bees, while listed explicitly in the book, is one I would only very grudgingly accept.  Unless the GM plans to have lots of bee exposure, it doesn't really have the same incidence as say... Soy, Seafood, or Sunlight (three S's)

yeah, how is grass uncommon but bees are common?

Seems like the less vegetation, the fewer bees.

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Tarislar

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« Reply #4 on: <06-21-14/1356:29> »
You appear to have 35 points in positive qualities.
Doh.  Spaced that, focused on 25 Negative I guess.

Thanks, Fixing now.

Tarislar

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« Reply #5 on: <06-21-14/1402:38> »
The Common & the Rare allergies bother me.

To me Common is something you should see every other shadowrun or so.
  It should hamper you just walking out the front door or eating your 3 meals a day.
  But it should be something your GM doesn't feel bad tossing at you once every SR or two.

Meanwhile Rare should be something you only come across once a month/quarter.  I mean really, Gold ?   v/s Grass  v/s  Antibiotics ?
1 is a Metal,  1 is something that should be nearly everywhere.  1 severely hampers your ability to heal.   Those don't seem balanced to me.
You might get wounded EVERY shadowrun.  But a Silver Dagger ?  That should be something you only see on occasion.

Sunlight & Soy are WAY too common in 3075.  But I could see switching to Seafood.

Tarislar

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« Reply #6 on: <06-21-14/1406:29> »
Okay, updated for review.

Thoughts on final spell selection ?
How about Foci & Concentration ?    (He's going to be burning reagents I think a lot of the time, sadly, but I wanted him to be combaty)


A-Attr-24
B-Magic-4 + 44 + 7
C-Human-5
D-Cash-$50K
E-Skills-18


B-3      A-4      R-5      S-1      
   W-5      L-6      I-5      C-3
Edg-4      Mag-7      Ess-6      
   PL-4      ML-8      SL-7


Counterspelling-6
Perception-6-Visual+2
SpellCasting-6-Combat+2+2
Summoning-6
English-N
Japanese-4
Club Music-2 - Astral Rock +2
Magical Theory-5 - Mana Cycles History +2
Sprawl LIfe-4 - Safehouses +2
Security Procedures-3 - Magical +2
   Purchase w/ Karma - 12
Assensing-1
Automatics-1
Etiquette-1
Pilot Ground Craft-1
Sneaking-1
Unarmed Combat-1 +2

Qualities:   (25K+25K-23K=27K)
Exceptional Attribute - Magic         (14)
Focused Concetration-1         (4)
MentorSpirit-Shark            (5)
Allergy-Mild-Seafood            (-10)
SINner-National            (-5)
Weak Immune System            (-10)

Contacts:
Mr. Johnson (5/2)
Talismonger (1/1)


Spells:   7
Clout         Fire Ball
Combat Sense
Heal         Increase Reflexes
Physical Mask
Influence


Cash - $50K + $18K (-9 Karma) = $68K
100-Survival Knife
550-Shock Gloves
1830-Steyr TMP + GV3, Conceal Holster, Spare Clip, APDS-50, Gel-50
200-Clothing *10
1400-Electrochromic Lined Coat
3200-Hermes Ikon + SimModule, Microtranceiver
12425-Fake SIN-4, Fake Driving, Magic, Firearms Licenses -4 *3, Standard & Silver Credsticks
1675-Glasses-4 + Flare, Image, Thermo, Enhancement-1
750-MedKit-3
28500-Hyundai Shin-Hyung
3000-Reagents *150
8000-Bonded-Spell Focus-Health-Sustaining-2         (-4 Karma)
4000-Bonded-Spell Focus-Detection-Sustaining-1      (-2 Karma)
2370-Remaining Cash

Shinobi Killfist

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« Reply #7 on: <06-22-14/1534:06> »
I really don;t think exceptional attribute magic is worth it.  It has a lot of flavor, so I can see people taking it.  But magic/resonance are the only stats you can boost the maximum on your own so paying for a quality to do it seems a waste IMO.  Now exceptional attribute logic or willpower while still not great at least can;t be duplicated without augmentation of some kind.

 Personally I'm wary of focused concentration 1, as its set up for reagent cheese.   If the GM is cool with that kind of stuff though go for it. 

Mentor spirit shark is fairly solid but I would only take it if I were good in unarmed combat otherwise its passive +2 dice are kind of pointless. Boost the unarmed combat top say 4-6 take a specialization in tough attacks, take the touch indirect attack spell and KAPOW people with 10 force spells and only 4 drain. 

Tarislar

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« Reply #8 on: <06-22-14/1916:59> »
I really don;t think exceptional attribute magic is worth it.  It has a lot of flavor, so I can see people taking it.  But magic/resonance are the only stats you can boost the maximum on your own so paying for a quality to do it seems a waste IMO.  Now exceptional attribute logic or willpower while still not great at least can;t be duplicated without augmentation of some kind. 
Very true, that said, this is for a guest player that likely won't be around all the time, so I think I'm keeping it, the short term magic boost to spells & summoning I think will be better for him.


Quote
Mentor spirit shark is fairly solid but I would only take it if I were good in unarmed combat otherwise its passive +2 dice are kind of pointless. Boost the unarmed combat top say 4-6 take a specialization in tough attacks, take the touch indirect attack spell and KAPOW people with 10 force spells and only 4 drain. 
Yeah, I normally take this one w/ Adepts, but the issue was I didn't see him using the bonus associated with Wise Warrior, and we already have a Dragonslayer in the group.  So I wanted to break it up.  Hmm, maybe Wise Warrior after all & see what sort of stuff Leadership can do.  It used to be such a lame skill.  But I hear its better now.


PS.  I'm so annoyed at the Mentor spirits, they are not well distributed, IMHO, no bonuses for Fire Spririts but 2 for Air,  Only 1 for Healing spells,  What happened to Snake being a Healing Totem ?!?!   
« Last Edit: <06-22-14/1920:50> by Tarislar »

Davidvs

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« Reply #9 on: <06-22-14/2216:31> »
Build looks solid.

Tarislar

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« Reply #10 on: <06-28-14/0057:00> »
Due to a request to make him a shaman,  some priority changes & refocus to add some minor face ability.

A-Magic-6+55+10      B-Attr-20      C-Skills-28/2
      D-Cash-$50K         E-Human-1

B-3      A-3      R-3      S-1   
   W-5      L-3      I-4      C-6
Edg-2      Mag-7      Ess-6      
   PL-3      ML-5      SL-8   

Group-Firearms-2                  5d
Counterspelling-6                  (6)13d
Ettiquette-6                     12d
Leadership-6   +2                  14d
Perception-6      Visual   +2            12d
SpellCasting-6      Combat +2   +2         17d
Summoning-6                     13d

English-N
Salish-3               (L)      7d
Club Music-1 - Astral Rock +2         (I)      7d
Sprawl LIfe-2 - Safehouses +2         (S)      8d
Magical Theory-3 - Mana Cycles History +2   (A)      8d
Security Procedures-1 - Magical +2      (P)      6d
   Purchased with Karma (-8)
Arcana-1
Assensing-1
Binding-1
Unarmed Combat-1


Qualities:   (25K+25K-23K=27K)
Exceptional Attribute - Magic         (14)
Focused Concetration-1         (4)
MentorSpirit-Wise Warrior         (5)
Allergy-Mild-Seafood            (-10)
SINner-National            (-5)
Weak Immune System            (-10)


Contacts:
Mr. Johnson   (6/1)
Tribal Chieftan   (4/2)
Talismonger   (1/4)


Spells:   11   (10 + Karma-5)
Clout         Fire Ball
Clairvoyance      Combat Sense      Mind Probe
Heal         Increase Reflexes   Resist Pain
Physical Mask      
Influence      Levitate


Cash - $50K + $16K (-8 Karma) = $66K   
100-Survival Knife
550-Shock Gloves
1830-Steyr TMP + GV3, Conceal Holster, Spare Clip, APDS-50, Gel-50
200-Clothing *10
1400-Electrochromic Lined Coat
3200-Hermes Ikon + SimModule, Microtranceiver
12425-Fake SIN-4, Fake Driving, Magic, Firearms Licenses -4 *3, Standard & Silver Credsticks
1675-Glasses-4 + Flare, Image, Thermo, Enhancement-1
750-MedKit-3
25000-Toyota Gopher
4000-Reagents *200
8000-Bonded-Spell Focus-Health-Sustaining-2         (-4 Karma)
4000-Bonded-Spell Focus-Detection-Sustaining-1      (-2 Karma)
2870-Remaining Cash



 

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