Heey McGuffin, thank you so much for taking the time to read all of my ramble!!!! I really appreciate the help, you're the only one who pays attention to my hairy elf on the forums xD
I really love your feedback, it's very detailed and offers good advice, so I'll try to respond to it in sections, because there's a lot to cover. I just want to clarify some of my design decisions and ask just one or two more questions, if you don't mind xD I really, really appreciate your attention, it's so nice for a noob to have someone help him out with these type of stuff, since my GM friend is unavailable and I want to give him my best shot.
Character Story Ok, so in the first few points about Faelan's character's background - I actually decided to basically ignore my first post and its story xD What I should have clarified is that Faelan doesn't learn about his parents until he joins the rebels, which is much later on. Basically, he gets to know people who knew his father very well, who were his best friends. In the same vein, he learns who his mother was, a mundane Seeker on the Bard path, an elven woman of beauty and grace and gentleness, who falls in love with the wrong guy. Basically, the "new" story is that after Faelan is born, his mother is very weak and ill, and threatened by some elves for her association with the terrorists. Things go the wrong way and he is given in a foster home. There he has a rather tough time growing up, until he is noticed to possess a strong magical ability - at which point a very rigid and stern family adopts him, and he is "promised" to the Order of Ogma in the West province.
I really like your ideas about a character who is a rebel from the beginning, but with Faelan I want to exemplify a character who is so indoctrinated by the system, that it takes him a couple of years interacting with Spirits, magic, clues, for him to finally say "fuck that" and to an extent free himself from the influence. A character who has lived in the shadows since day one would have a hard time even believing in the Path of the Wheel, let alone be initiated into the Order (they are very strict on new initiates). Now, the Danaan families who control the West are linked to the Order of Ogma and fund it, so if he is a promising elven mage we can make a case for him to "rise up" and be given an opportunity to prove himself. This is his main motivation to ignore the majority of jokes and taunts by his peers about his appearance, and really give his best to prove his skill and his elvenness. In a way, I want him to be a good boy while growing up, learning to be patient and bide his time when he will shine. He goes to University eventually and is very successful, but doesn't write a dissertation on the Danaan. He just studies history, law and above all - magic (which he also learns in the Order). When they see his skills,
then they decide to make him a magical defense specialist. Since Tír na nÓg is quite dangerous at night, with all manner of supernatural stuff happening, and Faelan is nocturnal in nature, he seems to be a perfect fit.
It is at this point that he becomes closer to Owl. He leaves university (having finished a Masters degree) at 22, and then until he is 26 or 27 he basically works as a magical defense specialist and investigator. It is in this period that he slowly begins to accummulate more "accurate" knowledge about the world, he meets with Spirits, members of the Seelie and Unseelie court, sapient critters, human druids, ghosts of elves and humans, and he receives a lot of guidance from Owl. He observes phenomena and writes down strategies to best defend against them, but at the same time he ends up learning clues about the real world. In the end, the Order of Ogma decides to send him in the North to investigate how to best counter the terrorists' magical attacks. At
this point all the clues he has been receiving start making sense, he meets with some rebels who knew his father, he learns a lot about himself and his family, and realizes that he doesn't need to prove anything to anyone - he knows who he is, what he is capable of, and what he believes in. When he gets more in-depth info on the Danaan families, he actually gets angry and disgusted with the whole social system of Tír na nÓg and how the Wheel is used to control it. He
still believes in his magical tradition, and instead focuses his anger on the Danaan families. A lot of his outlook on life changes, but not all of it. You can take the elf from Tír na nÓg, but you can't take Tír na nÓg out of the elf.
In the end he ends up helping the terrorists, hoping that they have a plan to establish a new social order, while keeping the Wheel and modifying it a bit. Things go wrong, however, many people die, his order finds out about his involvement and the Danaan families in the West get
very angry. So he flees. I don't want him to be a rebel from day one, because I want him to realize the painful truth that all this ambition to impress others and to prove how good he is and how elven he is was all for nothing, that it was a wrong approach. Because of his education and desire to impress, he speaks in a posh, elaborate way, being hyper-polite and all, but now he is more direct and ready to defend his
personal desires. It's like, good boy gone "bad" sort of thing.
QualitiesWith your comment on
Analytical mind, I can see how it might not be as useful as I thought it would be. And I thought I would be the main clue-hunter besides the hacker xD So in that regard I can go away with that quality. As for
College Education, I don't even think that I
need to prove my character is super-educated with 10 karma. Although I love the fluff of it, I can understand why you would not like it as much. Maybe I can compensate the lack of this quality with raising my knowledges higher. What do you think about
Astral Chameleon and
Linguist then? Or
Photographic memory? Or maybe something related to spirits or magic?
Negative QualitiesI understand how such a hight value on
Enemy can kill me very, very soon xD. But even if I choose just one Danaan family (based in Faelan's home province), who is charged with "dealing" with their own failure, I still think the maximum I can reduce it to is 20 karma. I used the special tables for calculating, in BP, what is the overall rating of the enemy. Even if it is only one family, they are still powerful, so I can't see it reduced to lower than 10 BP (which is still pretty low), or 20 karma. So 20 karma on Enemy and 20 on Wanted, we have 30 karma left for negatives. Technically, since Faelan was part of the Order of Ogma and worked for it, he is a Tir national. So
SINner does make sense, and increases the sense of paranoia. What else would you recommend? We can add in the Troggs Prejudice as well. As for
Distinctive Style, what I meant by "beast-like" is just that because he is an elf metavariant, he just looks more like an animal. He automatically gets Unusual Hair(Fur) as a negative quality simply for being a Night One - short, violet-blue fur covering his whole body. Tir elves probably are aware of this metavariant, as it is most seen in Europe, although purists might see it as a genetic corruption. Humans might view it more like a Changeling or Shifter. In any case, it just looks weird compared to "normal" elves, and hence why people talk to him as if he is a beast. So distincitve style wouldn't add much to that, because he already looks naturally like an elven yeti. Slender and fragile build, but hair all over, weird combination. Other suggestions for negative qualities that might suit?
AttributesI actually spent
318 karma on attributes! I was trying to be really careful not to spend too much on attributes, because I wanted to get skills as well. As a Night Elf, I can spend a
maximum of 445 karma on attributes, so I think I'm within the limits. Half of 750 + 35x2. As for the attribute allocation, I feel slightly uncomfortable with Charisma being higher than my Magic xD I know it's important for Drain, but still, Faelan is still not
that charismatic. He is memorable and leaves an impression when he talks to people, and he can sweet-talk to them, but I wouldn't say he is that good yet. How about Magic 6 and Charisma 6? Leaves room for improvement as well for Charisma. As for your other recommendations, I can live with Strength at 2, but I will need Logic at rank 4 at least. Is edge useful in higher numbers? Maybe at least 3 edge? And 4 Agility, just so he can shoot something successfully xD But the rest, I agree that 3 is pretty average for physical, and it fits Faelan. Do pistols use reaction or agility? But overall, the only stat I'm comfortable with maxing out is Magic, it just feels weird to be more charismatic than magical in his case xD I dunno, maybe you're right but it just doesn't feel as good for him in the beginning. Maxing charisma early in the adventure, however, is totally an option, no?
SkillsYup, I think I can safely drop banishing, first aid and even tracking. What about Arcana or Enchanting? Are these useful skills to get points into? I got Arcana rank 0 simply to show he has some knowledge of formulae, but I don't know how useful this will be. The reason I put in Computers and Data search is just because he likes to browse the Matrix for info on magical traditions, spells, to connect with other mages etc. Now that he is out of the Tir, he can freely roam and get more accurate knowledge of the world around him. Or maybe he can do that without even rolling for these skills? Ideally, I want him to learn exotic, ancient lore from NPCs through quests (oh, how much I want to meet Ehran the Scribe) and the like. Plus I can use his magical contact for getting rarer info, so I think I can live without computers, as long as I don't look like an idiot who can't use technology xD What do agents do? I didn't see this option, maybe I overlooked it. Is it useful??
I was actually blanning or getting rank 2 or 3 at pistols, and maaybe blades or clubs. Hehe, beating people with decorated staves, how fun! I just don't know whether to stick with pistols, or go with pistols + clubs or blades.
I agree on your comment on knowledge skills. It's just that from several sample characters in the books I saw things like "Magical Background", "Magical Threats" and "Magical Phenomenon", which all seemed awfully synonymous to me. Ideally I just want to lump them together into theory and threats, to keep it clean. I consider rank 4 to be the maximum for knowledge skills, because the maximum can be two skills at 5 and the rest at 4 or lower, right? Or that doesn't apply to knowledge? Do you think the parazoology thing is useful? Maybe I can just make it "Sapient Critters" and keep it without specializing.
If I have 0 at Magical Traditions, will I still know the most popular ones, worldwide? Ideally, I would like Faelan to "rethink" his vision of the Wheel and to basically compare it to other religions and traditions, and thus figure out how to "make it better". Something like "Well, Qabalah is similar, but they don't spend their whole lives on one path. How about we allow mages to change Paths back home?" sort of thing. Just fluff, roleplay stuff really. If I can do it without paying karma for it, I would be happy xD
I will definitely pick Irish Gaelic, yes. Although he still will be fluent in Sperethiel. And do you think that Influence Group at rank 3 is enough? Maybe I should go for 4, but that might be overkill. Ideally, I just want Etiquette and Negotiation, since I also got bonus dice for negotiation as well, hehe. Yes, I will specialize after I gather some karma in-game.
And lastly, what is a good rank for Perception, Assensing, Shadowrunning and Infiltration? The way I see it, it should be Perception > Assensing > Infiltration > Shadowrunning, so I think I'll keep them at 4s for Perception and Infiltration and 3s for Assensing and Shadowrunning, since you recommended earlier that Assensing could be a skill he still is developing. Thats why I kept Binding at 3, because you suggested he might not look kindly to binding spirits. But would it beuseful at 3? Maybe I can upgrade it later, or get it at 4.
Also, is it worth getting some "fluff" knowledges under interests and hobbies? Just to flesh out a character?
ContactsGlad to hear you like the contacts. I tried to keep it as simple as possible, because a lot of contacts end up costing
a lot of karma. I just tried to make them more functional, being able to perform more than one service. So the hermetic mage really is a rogue in hiding, and for the right payment and maybe an intellectual conversation over some elven wine, he can give you the right materials, or books. The fixer really is affiliated with the larger IRA-initiative, a collection of groups, exiled from Tír na nÓg. So he can provide coordinated info as well as goods, and might require Faelan to prove his loyalty. And of course the giggling fox... oh, I love the giggling fox.... She used to be a Shinto Kitsune bound spirit, but now she is free... and she loves it. She is witty, sarcastic, a bit crazy, a bit slutty, and loves to toy with people.
GearMaybe I should spent a bit more karma, so I can more safely buy stuff. I agree with you on the fake SIN part. He will just have to lie low and be patient, sneaking around. And I'll drop the licence for the gun. How much do disposable commlinks cost? I bought the cheapest commlink with the cheapest program, so I don't know if I can get any lower than that?
The micro transcriever is a good call, will look into it, I was wondering where the walkie-talkie option is! I will try to get the more expensive gun you recommended, but what is a holster? Do I need the concealer?
I understand that the game might change, but other characters I've seen get a lifestyle of 2 to 4 months in advance, so I'm a bit scared. His lodge will be a part of his home anyway. Also, do I really need a high-force Magical Lodge? I made it Force 5, but I can drop it a bit to save money.
And lastly, do you recommend I buy both armor options you mentioned, or just one of the two? They sound expensive, I haven't looked up the price.
SpellsI will try to get 10 spells at least, even if my magic is 6. 12 is a bit of an overkill, but 10 might be managaeble, although it's a whole 50 karma as well. I will get only 1 combat spell then, for now, if you recommend. I'll try for at least 2 or 3 illusion spells and some manipulation ones, and it's good you gave me heads up to the reflex spell! This is exactly what I needed to know - what actually works and is useful in the game vs what is just fluff but is ineffective. Influence sounds cool as well. Which Illusion spells do you recommend, apart from stench?
I'll try to play around with this Chummer software you mentioned, maybe it will make my life easier xD I spent
so much time calculating numebers again, and again, and again.... oh God, it's good to know someone has a solution!
McGuffin, thanks A LOT for the detailed and informative posts! I am so, so grateful for the help. I really hate to enter a game without a well-distributed character. Not that I want to min-max, but some mechanics are simply better, and only experienced players know the difference
Thanks again!
Edit: Yup, you're right about the Karma spent on attributes, I just started using Chummer. God, is it hard to make a character. Now I'm divided between Logic 3 and Edge 3 vs Logic 4 and Edge 2