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MA Elf Support-Help/Critque

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Tkeela

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« on: <02-17-15/1645:10> »
Hell gentlemen I am trying to create a character for a group starting in March. It is a Mystic Adept aiming at support with a negotiation skill. I'll have some questions in following, any input would be appreciated. (Built with 5e, Run and Gun, am getting Street Magic on Friday)

== Priorities ==
1) 6 Magic
2) 36/5 Skills
3) 3 Elf
4) 14 Attributes
5) 6,000¥

==Karma(25)==
+25 Negative Qualities
-14 Positive Qualities
-35 Power Points
-1 +2,000¥

== Attributes ==
BOD: 2
AGI:  2
REA: 1 (4)
STR: 1
CHA: 8
INT: 4
LOG: 2
WIL: 5
EDG: 3
MAG: 7

== Derived Attributes ==
Essence:                   6
Initiative:                8 + 4d6
Physical Damage Track:     9
Stun Damage Track:         11

== Limits ==
Physical:                 3 
Mental:                    5
Social:                    9
Astral:                    5

== Active Skills(36/5) ==

Spell Casting              6       (1Skill point)    (Rating 5 From Magic 6)
     -Combat               8       (1 Skill Point)
Summoning              5        (0 Skill Points)  (Rating 5 From Magic 6)
Alchemy                   3        (3 Skill Points)
     -Manipulation      5         (1 Skill Point)
Leadership               6         (1 Skill Point)  (Influence 5)
     -Rally                  8         (1 Skill Point)
Negotiation               6        (1Skill Point)   (Influence 5)
     -Bargaining         8         (1 Skill Point)
Etiquette                  5         (0 Skill Points)  (Influence 5)
Pistols                      6         (6 Skill Points)
     -Revolvers           8        (1 Skill Point)
Perception                4        (4 Skill Points)
Sneaking                  1        (1 Skill Point)
     -Urban                 3        (1 Skill Point)
Blades                      6        (6 Skill Points)
== Knowledge Skills(8) ==

Small Unit Tactics, Magical Threats and Theory, Stuff

== Qualities ==
Mystic Adept
Exceptional Attribute (Magic)
Allergy (Uncommon, Moderate) (Gold)
Mild Addiction (Cram)
Spirit Bane (Water)
Gremlins 1

== Powers ==
3.5 Increased Reflexes 3
1.5 Improved Negotiation 3
1.0 Improved Pistols 2
0.5 Combat Sense 1
0.5 Adrenaline Boost 2

== Armor ==
Armor Jacket                        12
Helmet                                   2
Forearm Guards                    1

== Weapons ==
Ruger Super Warhawk
   +Laser Sight Top
   +Low Light Flashlight Bottom
   +Concealable Quick Draw Holster
   +Speed Loader x 4
   +Regular ammo x 10, Gel Rounds x 1
   Pool: 12 (13)   Accuracy: 5 (6)   DV: 9P   AP: -2 

== Gear ==
Meta Link
Helmet with Visual Enhancement 3
Ear Buds with Audio Enhancement 3
1 Month Squatter
2x R4 Fake Licenses (Awakened, Gun)
Cram x 10
10 Drams of Reagents

==Spells==
Heal
Stabilize
Ball Lightning
Blast
Armor
A-Armor
Physical Barrier
A-Physical Barrier
Levitate
A-Levitate

The Plan (Pending survival as a squishy) is to get by on magic/revolver and get a cyber arm in the future.
Questions: Can I add to a purchased skill group with individual skill points, and spec? I have to take the Alchemy version of a spell to use it as such right? With the future cyber arm, would I need a full arm or a lower arm to utilize a Katana? Would a cyber hand be enough for the +Agi dice on a pistol? How many Strength 1 jokes would I have to endure using a pistol until I survive until a 10 karma reward? And I'm having trouble deciding between the Rally and Direct specialization under Leadership? Can Alchemy be Spec'd to a specific school?
Do your worst! Thank you:)

Whiskeyjack

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« Reply #1 on: <02-17-15/1909:47> »
Attributes D is painful and I would definitely advise against it.

Exceptional Attribute Magic is a waste of karma unless you think your game isn't going to last very long.

You want BOD at least 3. REA base of 1 is bad, 4 is not great either.

You are trying to do WAY too much with skills and as a result, you are not good at a lot of things and over-invested in stuff you should not bother with given your Attributes.

Alchemy isn't a very useful skill at all.

Your shooting dice pool is 12. That is not going to hit anything of note. Not to mention your weapon of choice is close range and has no automatic fire. Bad idea.

Blades 6 with AGI 2/STR 1? No...just no. Put all those points into Counterspelling.

Con is about a million times as useful as Leadership.

Improved Reflexes 3 is kind of overkill. I'd drop it to 2 and spend those points on more Combat Sense because you currently only roll 10 dice to dodge and have crap BOD, meaning you're likely to get one-shot. Or, better, get the Attribute Boost Agility power.

Get a Mentor Spirit. No excuses.

Armor is a crappy spell. Alchemy isn't super viable, at all. You're really lacking in the great combat support spells too.

You want to get a cyberarm? Really? That's shooting yourself in the foot. You're a heavy caster. That's not worth it. Get the Attribute Boost.

Questions: Can I add to a purchased skill group with individual skill points, and spec?
No, only with karma.

I have to take the Alchemy version of a spell to use it as such right?
Yeah but I wouldn't.

With the future cyber arm, would I need a full arm or a lower arm to utilize a Katana?
You're simply trying to do too much. You get one attack per pass. You will be much better off focusing on magic. Relying on a cyber arm to boost AGI and STR at the cost of your magic is trading a great strength for a skill that you, simply, do not have the stats to be good at. You will not survive in melee.

Can Alchemy be Spec'd to a specific school?
It's basically the Spellcasting skill, but much shittier, so I don't see why not given that Spellcasting specialties are by school.
Playability > verisimilitude.

ZeldaBravo

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« Reply #2 on: <02-18-15/1048:23> »
I agree on the most stuff but shooting dicepool of 12 is not crappy for a mage. If you use automatics I mean.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*