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(
==
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:)