Hoi Chummers,
I've given some thoughts into the concept of a mystic adept with shamanic tradition.
Because of charisma being the traditions main attribute, this character is also very well suited for the work as the face of a team of shadowrunners.
This is why I tried to push him in this direction with choice of qualities.
I think i fleshed out the rough stats, but will put further development into background story and such.
I will try to annotate my thought process while creation and why I made certain choices.
Let me know how you like the concept and your suggestions of how it could be further improved - or what essential gear I forgot to get!
Background
> is not yet quite warm with his magic capabilities but feels some kind of inherent power. feels he does not use his full potential.
> often had bad dreams of spirits in the past not knowing/realizing that he is actually visited by these spirits in his dreams.
> learns to know street shaman, getting lessons in shamanic traditions because shaman recognizes magic running through his veins.
> gets to know 'good' spirit on dream travel with newly found wisdom from shamanic lessons.
> mentor spirit: firebringer
> shaman friend gets beaten up badly by street gang for not paying protection/racketeering money.
> Joshua starts running the shadows to infiltrate & bring down the street gang on his own, longing for the burst of his inherent powers.
> Mentor Spirit questions his intentions and tries to teach him, how he can use his powers for good as well as helping his shamanic friend/mentor to get back on his feet.
Description
Name Joshua Handar
Alias Boil
Ethnicity North/West European
Metatype elf
Years Old 21
Sex male
Height 1.9 m
Build 78 kg
Priorities
D Metatype / 4 > 6 MAG & no need for higher rated Edge actions
A Attributes / 24 > maximization of main attributes to possible maximum, 8 more points than B is more valuable early than +1 PP from Magic A imho
B Magic / Mystic Adept(3) > 3 Powerpoints, Spells will be added after first run(s) because MystAdept can only gain PP through initiation and foci. edit: 1x2 Spells, 2 PP.
C Skills / 20 > max out 3 skills since rating 5/6 are more valuable than low level in terms of karma investment.
E Resources / 8000 > no need for much more, +4k from karma
Race Elf > CH max = 8 > Influence/Con/Drain(Shaman)
Magic Mystic Adept(3): 0 Spells | 3 PP edit: 1 Spells | 2 PP
Attributes
Base / Special / Attribute Points / Final Attribute
1 / 0 / 4 / 5 Body
1 / 0 / 5 / 6 Agility
1 / 0 / 0 / 1 Reaction
1 / 0 / 1 / 1 Strength
1 / 0 / 4 / 5 Willpower
1 / 0 / 0 / 1 Logic
1 / 0 / 4 / 5 Intuition
1 / 0 / 7 / 8 Charisma
1 / 1 / 0 / 2 Edge
3 / 3 / 0 / 6 Magic
6.0 Essence
6+1d6 Initiative
Positive/Negative Qualities: 70 spent / 22 gained
Low-Light Vision(Racial)
+12 Aptitude(Sorcery)
+12 First Impression
+36 Focued Concentration(3) > Concept wraps around this Quality by granting oneself or members of the team the upper hand with Increase/Decrease Attribute and other sustained spells.
+10 Mentor Spirit(Fire-Bringer)
-10 Astral Beacon
-12 Spirit Bane
Skills
lvl Pool Skill
6 (12) Close Combat
1 (09) Influence
6 (11) Perception
7 (13) Sorcery
> no specialism - it stays 5 karma in the future, so no need right now. Use skill points to max out
> 1 influence for negotiation = no -1 penalty on test for untrained test
Language & Knowledge Skills
English (N)
Sprawl Life
Adept Powers (3/3) edit: (2/3)
1 Astral Perception
.5 Enhanced Perception
.5 Voice Control
.25 Kinesics
.25 Mystic Armour
.5 Spell Resistance
Spells (0/3) edit: (1/3)
edit:
+Increase Attribute
+Increase Reflexes
> Get Spell "Increase Attribute" as soon as possible!
Boil tries to find a way to abolish his own and others weaknesses by using magic.
Totems
Fire-bringer - Adept: Sorcery +1, Edge Boosts on Influence cost 1 less > 3 Edge Boost possible for Influence tests.
Contacts
Connection / Loyalty - Type
5 / 5 - Talismonger
4 / 4 - Shaman Instructor
4 / 3 - Fixer
4 / 2 - Hotel Owner
3 / 2 - Puff Mama
2 / 1 - Chauffeur
2 / 1 - Street Doc
2 / 1 - Green War Terrorist
2 / 1 - Lawyer
8 / 6 - Shaman Instructor
8 / 6 - Fixer
6 / 4 - Street Doc
6 / 4 - Dealer
Equipment
900 Remaining Nuyen > probably some juggling required to get required items for lodge(learning spells) and sorcery license(before learning first spell)
7500 Fake SIN rtg. 3
2000 Lifestyle: Low
350 Katana
20 Knife
900 Lined Coat
200 Contacts
+25 Image Link
100 Meta Link
5 Credstick(Standard)
Karma Expenditure
+50 Starting karma
- 0 Racial Costs
-70 Qualities
+22 Negative Qualities
- 0 Attributes
- 0 Skills
- 2 Resources
0 Remaining
EDIT HISTORY:
edit(191014): Mystic Adept SP/PP ratio & spells
edit(191016): contacts