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(5e) 2nd Attempt at First character: Occult Investigator

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saithor

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« on: <10-10-14/1748:59> »
Some background may be in order. I originally tried to get into this game two months back, but was unable to due to RL taking up to much time for me to get a real feel for the game, and how it worked. However, I now have a much better feel and am trying to get into it again. I originally wanted to do Weapon Specialist, but have now switched over to Occult Investigator. I have some basic ideas on how the character works, but as a noob, am afraid I will make the wrong decisions. Some basic Ideas I have about the character.

-Priorities: Skills A, Attributes B or C, Magic B or C, Metatype D, Resources E
-Attributes: Focus INT, LOG, and WIL.
-Qualities: Mentor Spirit (Snake), Analytical Mind, Astral Chameleon, Photgraphic Memory, Sprit Affinity, Addiction (Mild ALcohol), Allergy (Seafood, mild),
-Skills: Focusing on Pistols, Sorcery, Conjuring, Stealth, Ngotiation, Con, Electronics, Hacking, Tracking, Enchanting
-Gear Weapons:One Pistol, Stun Baton, Armor: Lined coat Other: Mostly Electronics Survialence Equipment

Anything that I am missing or stuff that I'm focusing on that I shouldn't, and any general advice, would be appreciated. On a side not, this character is for the Play by post sub-forum.

Edit: Looking through the Rules and so on, some additional ideas I have and a few questions.
-Is learning Alchemy and the Alchemy version of spells worth it, or is just straight-up casting better?
-This is my idea for inital spells: One Stealth Spell (Improved Invisibility or Physical Mask), One Combat Spell (Any suggested good ones.), Heal, Comabt Sense, Detect Life Extended
-Weapons: Remngton Roomsweeper, Yamaha Pulser, Extendable Baton. Will probably drop the Taser.
-Qualities:Consdiering Bad Rep for the extra karma

Sorry that not a whole lot of information has been provided, still trying to learn the rules, it's a big book.
« Last Edit: <10-10-14/1847:53> by saithor »
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Marcus

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« Reply #1 on: <10-10-14/2037:31> »
I would focus more on Magic skills, counter spelling, Assensing in particular, followed by Arcane. I'd drop or atleast not invest heavily in Negotiate, Con, electronics and hacking. Those last 2 are very much outside your bailey-wick, If your Int, Log, Wil focus, then influence skill group isn't going to do you a lot of good. For combat stuff I'd recommend sticking to spells and conjuring back it up with a strong stun baton.

Good Luck with your character.
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saithor

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« Reply #2 on: <10-10-14/2055:29> »
Thanks for the advice, although I am planning on doing a character that is like a Investigator that supplements her abilities using magic, so Charisma will get some attention probably. Here's my layout of attributes with my current build whch is Prioirity C magic, Priority B attributes.

Body 3
AGL 3
REA 3
WIL 5
INT 5
LOG 5
CHA 3
MAGIC 5
EDG 3

With this, I'm cosidering dropping Attributes to C and bumping Magic to B at the cost of decreasing CHA, AGL, REA, and BODY by one point each, would a ppreciate some thoughts on that. I'm thinking I probsbly should, just to get my Magic up to 6.
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Kincaid

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« Reply #3 on: <10-10-14/2109:32> »
What's the power level of the campaign?  I love the Investigator archetype, but it doesn't really work if everyone else is expecting wetwork 24-7.

I'd keep your stats are they are.  Going down in Body and Reaction should always be done with caution.  With skills so high, you should be able to manage some decent dice pools for casting.

I'd consider a Charisma-based tradition.  As an investigator, you're probably going to be talking to lots of folks following up on leads and so forth, so having decent social rolls will be very handy.  Have you considered going Dwarf with priority C and Attributes with D?

Bod 3
Agi 3
Rea 3
Str 3
Wil 5
Log 2
Int 4
Cha 4

You can tweak from there.  I'd look at dumping Logic and then buying it back up with karma to start.





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saithor

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« Reply #4 on: <10-10-14/2115:22> »
Yeah, I'll leave them as is, boost my Charisma using Karma. Only problems I'm having ATM is gear wise, but that's to fit with the character I'm doing.

Campaign-wise, I'm going to put her in the character recruitment thread for the PBP here actually. And what does Wetwork mean? Competitive?
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Kincaid

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« Reply #5 on: <10-10-14/2210:27> »
Wetwork is assassination (or some other killing-related) work.  Lots of assault rifles and lots of reflex boosters.  It's fine, although I prefer investigator-friendly campaigns, but if you end up behind the power curve in a wetwork/SpecOp campaign, it can be really frustrating.
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saithor

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« Reply #6 on: <10-10-14/2336:26> »
I'll be sure to put in my application I'd prefer a non-wetwork one. I am thinking about taking a point out of. INT for a point of CHA. Thoughts?
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Marcus

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« Reply #7 on: <10-10-14/2340:27> »
I'd go with Intuition based tradition, and this line. Intuition is the perception stat governor and its init stat. I wouldn't lower your stats. While I agree edge 3 is very solid and important its a lot cheaper to raise edge from 2 to 3 then magic from 5 to 6. I wouldn't be overly concerned on the question of wetwork, the only way this character is getting involved in that is gonna be solving the who done it side I expect.

Body 3
AGL 3
REA 3
WIL 5
INT 6
LOG 4
CHA 3
MAGIC 6
EDG 2
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saithor

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« Reply #8 on: <10-11-14/0025:37> »
I do feel a bit bad leaving CHA at three, although I can raise it to 4 using Karma. So the attributes are now hashed out, I'll get my ideas for Spells and Skills up tomorrow. One question I do have though is would Alchemy be worth it, or is it not as good as conventional spell casting?
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8-bit

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« Reply #9 on: <10-11-14/0129:00> »
I do feel a bit bad leaving CHA at three, although I can raise it to 4 using Karma. So the attributes are now hashed out, I'll get my ideas for Spells and Skills up tomorrow. One question I do have though is would Alchemy be worth it, or is it not as good as conventional spell casting?

Not as good, but still fun for flavor.

Shrazkil

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« Reply #10 on: <10-11-14/1110:23> »
So threw something together quick. Might be up your alley, and wouldn't even fall behind too much in a heavy combat envireonment.

Ability to buff yourself for social or problem solving skills are a boon(logic and charisma can both be increased by +4 pretty easily), can even have a friendly spirit cast it for you so you do not have to sustain.

Priorities:
Meta - d
Resources - E
Magic - C (mysad)
Stats- B
Skills - A

Stats:
Body 3
Agility 4
Reaction 4 (5)
Strength 2
Will 3
Log 3
Int 6
Cha 3

Edge 2
Magic 6

Qualities and expendatures:
-25 of your choice
5 mentor spirit
5 analytical mind
5 contacts
5 money trade in
30 Power points

Spells:
I.Logic
I. Charisma
Lightning bolt
Influence ( make people tell you the whole truth, or get you into areas you shouldn't be)
Area thought recognition (clues, people to investigate further in a crowd, determine if being followed)


Power points:
Astral perception (free mentor)
analytics 1
improved reflexes 1
enhanced perception 4
combat sense 1
attribute boost : agility 1
I. tactile sense 1
three dimensional memory
I. potential mental

Skills groups:
Conjuring - 5
Stealth - 3
Influence - 2

Skills:
Con 6 (fast-talk)
Spellcasting 6
Counterspelling 6
ritual spellcasting 3
Longarms (or any firearm you want) 5
Arcana 4 (+2 from oracle)
Assensing 6 (+4 from ep)
Perception 6 (+4 from ep)
tracking 3

Contacts:
Fixer 5/2
Hacker 4/3 (for finding clues in areas you aren't proficient)

16k nuyen to work with, probably a few spells you will want to buy as you progress (i.e. heal,I.Invis and more detection spells).

Is that up your alley.

Could afford 1 point of essence loss, if you choose to as campaign goes on, mnemonic enhancers would be a great choice, sleep regulator, datajack,cyber eyes/ears etc. , certainly not neccessary, but possible to fit if you wanted.
« Last Edit: <10-11-14/1123:53> by Shrazkil »

saithor

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« Reply #11 on: <10-11-14/1213:58> »
Thank you for the build, but I am not doing an Adept. I know that the general consensus is that Adepts are the best starting characters, but I would much rather prefer to just do the Magician build than an Adept. Thanks for putting the build up though, it has given me some ideas for how to assign my Skill Points and Spells. Here is what my current build is shaping up as so far.

Priorities
Meta-D
Resources-E
Magic-C
Stats-B
Skills-A

Stats
Body 3
AGL 3
REA 3
STR 1 (Raise to 2 with Karma)
WIL 4
INT 6
LOG 4
CHA 4
MAGIC 6
EDG 2

Qualities: Common Mild Allergy (+10) , Bad Rep (+7) , Insomia (+10), Minor Addiction (Alcoholisim) (+4), Astral Chameleon (-10), 3xFocused Concetration (-12)

Karma 38
Raising STR to 2 (-15)

Skills
Conjuring Skill Group 5 5
Stealth Skill Group 3 2
Influence skill Group 2 0
Spellcasting 6
Counterspelling 6
Perception 5
Con 6
Arcana 4
Pistol 4
Unarmed Combat 4
Locksmith 2
Astral Combat 4
Tracking 3
Strret Knolwedge 4
First Aid 2

Spells
Detect Life Extended
Improved Invisibility/Mask (Which one in your opinion is better?)
Combat Sense
Lightning Bolt
Heal
Analyze Truth (May spend 5 karma for it)

I am currently 4 skill points over the limit, any advice on what I should cut down on? Also, what is Area though Recognition, I can't find it in the book?
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Shrazkil

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« Reply #12 on: <10-11-14/1220:16> »
The great thing about the Mysad is the enhanced perception for your concept, giving you a +4 to both regular perception, and assensing. So you would get 16 dice for assensing and perception.

pg 108 SG

AREA THOUGHT RECOGNITION (ACTIVE, PSYCHIC, AREA) Type: M  Range: LOS(A) Duration: S Drain: F + 2 This set of spells is a less intrusive form of Mind Probe (p. 287, SR5). The caster grants the subject the ability to scan the target’s surface thoughts for a particu- lar word, phrase, sound, or image chosen when the spell is cast. This spell does not dig through the target’s brain for information; it merely verifies if a target is actively thinking about a particular person, place, event, or thing. Investigators use this spell to determine if a target has knowledge of something (such as a murder weapon) that they otherwise wouldn’t to determine if they are in- volved with a crime. Spies use this spell to determine if someone is tailing or looking for them. Thought Recognition is used on one particular target, while Area Thought Recognition scans the minds of ev- eryone within the area.



Willpower is better off as an odd number, so maybe get it to 5, or drop it to 3.

Street knowledge is a knowledge skill so not an active skill, so that would free up 4 points. Unarmed is also not neccessary, as long as you have an offensive spell, you have the means to cast it in close combat, and 2 strength isnt going to help you do any damage.
« Last Edit: <10-11-14/1236:21> by Shrazkil »

Marcus

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« Reply #13 on: <10-11-14/1220:57> »
Astral Combat not gonna that helpful. Just use spells for that kind of combat. Street knowledge would be a knowledge skill and there for a separate category.
You still need Assensing.
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Shrazkil

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« Reply #14 on: <10-11-14/1225:42> »
Astral Combat not gonna that helpful. Just use spells for that kind of combat. Street knowledge would be a knowledge skill and there for a separate category.
You still need Assensing.

Both true especially assensing.

I would recommend influence over analyze truth, can get more use out of it, including " When i talk to you, all you want to do is answer me honestly, and with great detail."

Astral Chameleon seems wasted on this build. You do not look like you will be casting many if any high force spells, so your signature would be quite low to start with.
« Last Edit: <10-11-14/1238:39> by Shrazkil »