So, pre-face:
I long wanted to do an Anti-Magic character, based on Surge, and call him
Pariah.
Now, with FA, there's an actual Tradition called as such, so the name's right out. But the concept's ripe.
Problem is, the character isn't really good at anything. Besides blocking spells, I suppose.
Backstory synopsis: Character unwittingly is sent by mage into mana warp, surge, awakening, wants to take it out on who he thinks is at fault.So, I wonder, what direction could I take this?
Here goes:
(I'm using an old Excel Sheet for the output, so it might be a bit illegible, I'll clean it up later)
Attributes (-350 Karma)
BODY 3 | AGIlity 4 | REAction 3 | STRength 3
WILLpower 5 | LOGic 3 | INTution 4 | CHArisma 3
Magic: 4 Edge: 3
Limits
Physical 4
Mental 5
Social 6
Initiative
Physical 8 + 2d6
Damage Boxes
Physical: 10
Stun: 11
SURGE IIIArcane Arrester 1
Magic Sense
Astral Hazing
Skin Pigmentation
1 positive I forgot about. Maybe heat sense or something.
QualitiesPositive QualitiesTBD - Sharpshooter is probably a good one
Negative QualitiesPrejudiced - Common/Biased (Awakened) (+5)
MagicMystic Adept - Nullwizard - Pariah Tradition
PowersAstral Perception 1
Critical Strike(skills) 1
Killing Hands 1
Spell Resistance 1
Nerve Strike 1 (for Chakra Interrupter)
Heightened Concern 1
Active Skills (-253 Karma ; 20 of thatin R1 skillgroups; Not sure if I really need them all, but if I need to edge something, having Attrib +1 as a base is better than Attrib -1)
Combat Skills | Skill | Stat # | Total | Specialization |
BLADES | 2 | AGI (4) | 6 | |
CLUBS | 2 | AGI (4) | 6 | |
UNARMED COMBAT | 6 | AGI (4) | 10(12) | disabling(nerve strike etc) |
AUTOMATICS | 1 | AGI (4) | 5 | |
PISTOLS | 1 | AGI (4) | 5 | |
LONGARMS | 5 | AGI (4) | 9(11) | Aimed Shots |
Physical Skills | Skill | Stat # | Total | Specialization |
GYMNASTICS | 2 | AGI (4) | 6 | |
RUNNING | 2 | STR (3) | 5 | |
SWIMMING | 2 | STR (3) | 5 | |
ESCAPE ARTIST | 1 | AGI (4) | 5 | |
NAVIGATION | 1 | INT (4) | 5 | |
SURVIVAL | 1 | WILL (5) | 6 | |
TRACKING | 1 | INT (4) | 5 | |
PERCEPTION | 4 | INT (4) | 8 | |
DISGUISE | 2 | INT (4) | 6 | |
PALMING | 2 | AGI (4) | 6 | |
SNEAKING | 4 | AGI (4) | 8 | |
Social Skills | Skill | Stat # | Total | Specialization |
CON | 1 | CHA (3) | 4 | |
IMPERSONATION | 1 | CHA (3) | 4 | |
PERFORMANCE | 1 | CHA (3) | 4 | |
ETIQUETTE | 3 | CHA (3) | 6 | |
LEADERSHIP | 2 | CHA (3) | 5 | |
NEGOTIATION | 2 | CHA (3) | 5 | |
INSTRUCTION | 1 | CHA (3) | 4 | |
INTIMIDATION | 1 | CHA (3) | 4 | |
Magical Skills | Skill | Stat # | Total | Specialization |
ARCANA | 3 | LOG (3) | 6 | |
ASSENSING | 1 | INT (4) | 5 | |
COUTERSPELLING | 6 | MAG (4) | 10+2(12+2) | Combat spells |
I was wondering whether I should pick disenchanting or banishing, and decided on neither.
Technical Skills | Skill | Stat # | Total | Specialization |
CYBERTECHNOLOGY | 1 | LOG (3) | 4 | |
FIRST AID | 1 | LOG (3) | 4 | |
MEDICINE | 1 | LOG (3) | 4 | |
BIOTECHNOLOGY | 1 | LOG (3) | 4 | |
COMPUTER | 1 | LOG (3) | 4 | |
HARDWARE | 1 | LOG (3) | 4 | |
SOFTWARE | 1 | LOG (3) | 4 | |
Vehicle Skills | Skill | Stat # | Total | Specialization |
PILOT GROUND CRAFT | 1 | REA (3) | 4 | |
Equipment & AugmentationGeneware (-0.6 Essence)
Synaptic Accelaration Genmod
Something costing ~0.2 Essence that I forgot listing properly
Only genware to facilitate drug compatibility
As this is a concept as of yet, knowledge skills haven't been allocated; They will be made to fit the backstory once it's fully fleshed out.
InventoryFake SIN, Rating 4
3x Fake license Rating 4
Weapons:
3x Shiawase Arms Rain
1x Melee with hardening and laser sight
60x Flechette rounds
50x Spare clip
50x Gel rounds
10x Regular ammo
10x APDS
2x Pioneer 60
50x Spare clip
10x Gel rounds
10x Regular ammo
10x APDS
2x Concealable holster
2x Flash-pak
Clothing
2 Armored jackets with chemical protection 1 and non-conductivity 2
2 Meta Links
2 Renraku Senseis
2 Trodenets
20 Stealth Tags
4 Cyberprograms, common use (to fill the links with something useful)
2 Flashlights
1x Defiance EX Shocker with Laser sight
I went heavily for redundancy here, with cheap weapons that can be abandoned if the need arises.
Contacts to be done
14 Points to spread around, though I could spend more Karma.
This is in Karma Gen, which explains the bunch of rating 1 qualities - it just barely costs anything.
As you can see, it's not quite done, with Positive Qualities and Contacts missing, and probably another negative Quality as well. Atm I have some 41 Karma left to spend.
My main problem is that, aside from making life hell for magicians independent of their affiliation, the character doesn't really have any talents. Karma generation doesn't lend itself to focusing on attributes, so reaching even 12 dice is kind of difficult. I went without classic ware because I fancied using eternal flower later on.
The character has a middling performance in combat, both unarmed and with shotguns, and with sufficient aim time can probably pop decent shots from his cheap hunting rifle.
Maybe some decent custom drug could help this one out of mediocrity?