I am a pretty flexible fellow, so I am not 100% fixed on any specific aspect. I had originally intended to do just an adept, but the long term potential of the MA really grasped my attention. That said, having played around with the karma numbers at this point, I see this game is incredibly slow on advancement (not necessarily a bad thing, just how it is). Outside of convention material (which has 12 sanctioned missions), it looks like Missions: Chicago currently has 12 missions legal at the moment. I low balled playing around at 6 karma and $8,000 a mission, and even after the 12 there wasn't a whole lot of advancement. So I certainly see your point in that field.
MA has huge potential to grow. But missions isn't likely to give you that full potential.
There are 12 Chicago missions so far ? I thought only 5-6 were published. Or are you referring to the CMP's that covered the 4E/5E transition?
I think the average is around 7 Karma & $10,000.
So your looking at 3 Missions just to raise the 2 dump stat Attributes.
3 Missions gets you 4 new spells, and as a caster, there are NEVER enough spells.
2 Missions gets you 1 Initiation.
So raising your 2 dump stats, filling out you spell roster from 7 to 11, & completing your first initiation, will take you 2/3 of the season. And that is just filling in the stuff your short on at Chargen.
The 80,000 cash, Figure $10k is gone for living expenses over 5 months. 10-30K getting yourself a vehicle. $10-15K getting a Sin. $5-10K on some better Commlinks. $10-50K in Qi/Sustainin/Power Foci. God help you if you got into a large amount of Binding w/ all the Reagents.
All of it quickly gone just trying to bring you up to "starting level".
I'm only saying this because I'm currently dealing w/ the pain of "never having enough" of Karma or Cash to get where I really want to be.
1. Perhaps I made an error, but based off the "choose the target" section on pg. 281 of the CRB, it seemed to me that a spirit as a dual-natured being could cast spells on targets in either the physical world of astral plane. Is there more to the story I am not aware of that invalidates that?
Even if so, I don't forsee me walking around with a spirit all day sustaining spells. It would be tactic employed more for strategic swat teaming of enemies when such situations were warranted. Strictly speaking in terms of overall usefulness, it seems a lot more efficient to just unleash a Force 6 spirits at your enemies directly, barring compelling reason to not do so.
2. No idea how long it will be honestly. Our group is pretty dedicated, so I would imagine we will hit those 12 missions at the very least, and progress to the others as they become available.
3. Fair, and they are being adjusted to something more appropriate based on feedback here.
4. Both are dropped based on recommendations here.
5. Re-evaluating all of those at the moment. I intend to either work it in, or slightly alter the concept and/or archetype to possibly just adept.
6. I was under the impression based off of Bull's ruling that indirect spells can no longer be resisted with the dodge roll. Was this changed or am I mistaken? Reference here: http://forums.shadowruntabletop.com/index.php?topic=11290.msg208685#msg208685
1. They can only affect things on the same plane.
2. I'm sure you might, what I was saying is about the time you finally get to where you are feeling really good about your character (150Karma range), then, pop, time to retire & move on to the next season. Missions isn't really the place to try to play the long game. But its loads of fun IMHO for a specialist right out of the box ready to go.
6. He's referring to AE spells. I mentioned Lightning Bolt which is single target, & they can dodge that one.
In response to the second set of points:
1. Yeah, full auto is rough. Ranged is definitely favored over melee in this system. But then again, I never expected to be invincible. Just highly resilient.
2. Noted, and under consideration.
3. I am pretty patient on advancement, but your point is well taken. If you can't fit in what you hope by the point of the end of a career, it's probably wise to alter those hopes to something more realistic.
4. Yes.
The rigger is the least interesting of all the archetypes to me, so I would prefer to avoid it for the first PC at least.
1. Don't knock the CC. Its nasty once you are in close to the enemy. And no one is really invincible in SR. You could be a 500 Karma Mystic & still get taken out by a 1/2 dozen fresh out of the box Chargen characters. #'s Kills People quick.
Fair enough on the Rigger thing, just noticed that the team was missing one so I mentioned it.
They can be very useful, but a guy w/ a Van & a couple recon drones and a commlink can get their "basic" functions done as long as you don't mind not having firepower.