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Help with refining my mage?

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8-bit

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« on: <08-13-14/2111:58> »
I've been having this concept of a really manipulative mage and the Black Magic tradition from Street Grimoire seemed like a perfect choice. However, I seem to be having some trouble with the Priority System to give me what I want, so I would appreciate some help with refining this character.

Nazareth Shadowblight (At least the name he goes by)

-- Priorities --
Metatype D
Attributes B
Magic (Magician) A
Skills C
Resources E

-- Karma Expenditure --
50 Total
-25 in Qualities
-10 for 20,000 nuyen
-10 for 2 spells
-2 for Pilot Groundcraft

3 Left

-- Attributes --
Body 3
Agility 4
Reaction 3
Strength 1
Willpower 5
Logic 2
Intuition 5
Charisma 8
Edge 1
Essence 6
Magic 6

Initiative - 8 + 1d6
Astral Initiative - 10 + 2d6
Physical Condition Monitor - 10
Stun Condition Monitor - 11
Physical Limit - 3
Mental Limit - 5
Social Limit - 9
Astral Limit - 9

-- Qualities --
Mentor Spirit - Raven (-5 Karma)      Distinctive Style (+5 Karma)
Focused Concentration 5 (-20 Karma)   Allergy - Gold, Moderate (+10 Karma)
                                                                   Allergy - Silver, Moderate (+10 Karma)

-- Skills --
Influence 2
Counterspelling 6
Automatics 3 (+2 Machine Pistols)
Summoning 6
Con 6 (+2 Fast Talk) [+2 from Raven Mentor Spirit]
Spellcasting 6 (+2 Manipulation) [+2 from Raven Mentor Spirit]   
Assensing 4
Perception 4
Pilot Groundcraft 1

-- Gear --
Remington Suppressor w/ Laser Sight + Rating 3 Gas-Vent Recoil System + 50 APDS Round + 50 Gel Rounds - 2,150 nuyen
Concealable Quick-Draw Holster - 275 nuyen
2 Spare Clips for Remington Suppressor Weapon - 10 nuyen
Rating 4 Fake SIN - 10,000 nuyen
1 Rating 4 (Remington Suppressor) License, 1 Rating 4 (Magic) License - 1,600 nuyen
Capacity 4 Glasses w/ Image Link, Flare Compensation, Vision Magnification, Thermographic Vision - 1,425 nuyen
2 Silver, 1 Gold Credsticks - 140 nuyen
Renraku Sensei Commlink - 1,000 nuyen
Argentum Coat w/ Nonconductivity 2 - 4,100 nuyen
Biomonitor - 300 nuyen
Dodge Scoot - 3,000 nuyen
Low Lifestyle (1 Month) - 2,000 nuyen

Remaining Money - 0 + (3d6 x 60) nuyen

-- Magic --
Spells
Combat:
Clout
Napalm

Detection:
Mind Probe

Health:
Heal
Increase Reflexes

Illusion:
Improved Invisibility

Manipulation:
(Ice)/(Electricity) Wall
Shape (Concrete)/(Earth)
Turn to Goo
Control Thoughts

-- What to do with Remaining Karma --
I still need to pick out contacts, but I do have 24 free karma for those, so they probably won't be a problem. I was thinking of picking up a bound Spirit of Man. Any thoughts?

I've never made a magic character before, so any advice would be appreciated.
« Last Edit: <08-18-14/1655:05> by 8-bit »

Tarislar

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« Reply #1 on: <08-13-14/2347:15> »
Skills:

Athletics 2 with a Physical Limit of 3 ?
Seems like a waste.
Stick those Group points in Acting/Influence IMHO since you have Cha-8 & double as a Face type.

Banishing-5 ?   Not useless but at Chargen I'm thinking their are better places for those points.
Like Counterspelling, Assensing, & Perception.

With 10 Magic, 28 Any, & 2 Group Skills & a Charisma of 8.   I'd go this route.

Group-Influence-2
Con-6,  Fast Talk +2
SpellCasting-6,  Manipulation +2
Counterspelling-6
Summoning-6
Assensing-4
Automatics-3,  Machine Pistols+2
Perception-4


Spells:
I always shoot for at least 1 spell from every category at Char-Gen.
2 Indirect AE's ?  Yikes, IMHO, No.
Combat::  Clout + Fireball
Detection:  Choose-1 = (Analyze/Compel Truth, Clair-audience/voyance, Combat Sense, DetEnemiesXR,  MindProbe)
Health:  Heal + Increased Reflexes + Increased Charisma
Illusion:  Choose-1 =  (Improved Invisibility, Physical Mask, Fashion)
Manipulation:  Choose-3 = (Turn to Goo, Barrier (Any), Influence, Control Thoughts/Mob Mind, Levitate)

Tarislar

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« Reply #2 on: <08-14-14/0001:53> »

-- Gear --
Ares Crusader IIs w/ Rating 3 Gas Vent Recoil System, 100 Regular + 100 Gel (each) - 1,880 nuyen
Ares Alpha w/ Rating 3 Gas Vest Recoil System, 100 Regular, 100 Gel Rounds - 3,700 nuyen
Concealable Quick-Draw Holster - 275 nuyen
5 Spare Clips for Each Weapon - 50 nuyen
Rating 4 Fake SIN - 10,000 nuyen
Rating 4 (Ares Crusader) License - 800 nuyen
Silencer - 500 nuyen
Capacity 4 Glasses w/ Image Link, Flare Compensation, Smartlink, Thermographic Vision - 3,175 nuyen
2 Silver, 1 Gold Credsticks - 140 nuyen
Renraku Sensei Commlink - 1,000 nuyen
Armor Jacket w/ Nonconductivity 4 - 2,000 nuyen
Biomonitor - 300 nuyen
Low Lifestyle (1 Month) - 2,000 nuyen


1.  Get rid of almost everything on that list IMHO.
Weapon:  Remington Suppressor from GH-3,  Add Laser Sight, GasVent-3, 20 Gel, Spare Clip, 20 APDS, Concealed Quickdraw Holster.
Commlink:  Hermes Ikon
Low Lifestyle, Fake SIN-4,  Fake Licenses-4 *2  (Magic & Fire Arms)
Globetrotter Jacket (Fire-4) + NonCon-2  OR  Argentum Longcoat for the bonus Social dice & concealment if you have the cash, both from R&G
Glasses w/ Image, Flare, Thermo, & Magnification
BUY A BIKE  (Scooter, Growler, or Mirage)  Whichever one you have enough cash for.  Something so you don't have to take the bus to meets or hitch rides everywhere.

8-bit

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« Reply #3 on: <08-14-14/0049:17> »
Skills:

Athletics 2 with a Physical Limit of 3 ?
Seems like a waste.
Stick those Group points in Acting/Influence IMHO since you have Cha-8 & double as a Face type.

Banishing-5 ?   Not useless but at Chargen I'm thinking their are better places for those points.
Like Counterspelling, Assensing, & Perception.

With 10 Magic, 28 Any, & 2 Group Skills & a Charisma of 8.   I'd go this route.

Group-Influence-2
Con-6,  Fast Talk +2
SpellCasting-6,  Manipulation +2
Counterspelling-6
Summoning-6
Assensing-4
Automatics-3,  Machine Pistols+2
Perception-4


Spells:
I always shoot for at least 1 spell from every category at Char-Gen.
2 Indirect AE's ?  Yikes, IMHO, No.
Combat::  Clout + Fireball
Detection:  Choose-1 = (Analyze/Compel Truth, Clair-audience/voyance, Combat Sense, DetEnemiesXR,  MindProbe)
Health:  Heal + Increased Reflexes + Increased Charisma
Illusion:  Choose-1 =  (Improved Invisibility, Physical Mask, Fashion)
Manipulation:  Choose-3 = (Turn to Goo, Barrier (Any), Influence, Control Thoughts/Mob Mind, Levitate)

I just sort of default to Athletics for small skill groups. I realize physical limit of 3 is really bad, but if I take no ranks in running, I automatically fail running checks (seems slightly contradictory to Shadowrunning, although I don't have a ton of edge anyways to boost it). The Influence skill group sounds like a good choice.

I should note that Counterspelling 5 and Banishing 5 are both free from taking Priority A in Magic. Factoring in that, should I just have Assensing be 5 and Binding 5? I do kind of like having the ability to be good at binding Spirit of Man (Men??). The Black Magic tradition has the whole "control other people/beings will" thing as it's motif, and I definitely like that Spirit of Man is the manipulation spirit for the tradition. Is this not really useful at Chargen? I also noticed I forgot to get reagents like an idiot.

For spells, I see the problem with multiple indirect AoEs, so I should just choose one and stick to it. My question is, why do you recommend Fireball over something like Napalm or Ice Storm from Street Grimoire? Those 2 damage types seem vastly superior (Cold damage can destroy armor, Napalm is Fire + Water which is Fire damage + Knockdown Chance/Destroy Electronics).

Detection spells I was contemplating, but I ended up dropping them for more manipulation spells. I'll probably choose Mind Probe since it fits well with my character theme.

About Health spells ... Well, I originally had Increase Reflexes, but I honestly wasn't sure if it's worth keeping something sustained (since sustaining is one complex action per combat turn, which means my one extra action pass is used to sustain). Unless I missed something. Increase Charisma is not worth it, since to cast it to have any effect, the force needs to be higher than the Attribute, so I would need to cast a Force 9 spell, resist drain, and sustain it at the same time.

Illusion Spells - I originally had Invisibility before deleting to make room for manipulation spells. It's probably a good choice.

Manipulation spells were the main theme of this character. I like the combo of Control Thoughts + Mob Mind, since I can influence one person, or incite a riot/do anything to a bunch in a hurry. While this character may be crossing the line a little over into the "evil" category (This is Shadowrun, not DnD, I'm pretty sure I'm allowed to do that), I like the idea of Control Actions to force someone to do something. I also really liked the idea of Walls to restrict enemy movement and the Shape spells so I can basically tear down and reform walls/floors if I need to. I'm not sure if those lines of thought make any sense, but that's what I had in mind. If you could maybe give me some reasoning, like maybe I'm too specialized, then I think I'll drastically change them.

1.  Get rid of almost everything on that list IMHO.
Weapon:  Remington Suppressor from GH-3,  Add Laser Sight, GasVent-3, 20 Gel, Spare Clip, 20 APDS, Concealed Quickdraw Holster.
Commlink:  Hermes Ikon
Low Lifestyle, Fake SIN-4,  Fake Licenses-4 *2  (Magic & Fire Arms)
Globetrotter Jacket (Fire-4) + NonCon-2  OR  Argentum Longcoat for the bonus Social dice & concealment if you have the cash, both from R&G
Glasses w/ Image, Flare, Thermo, & Magnification
BUY A BIKE  (Scooter, Growler, or Mirage)  Whichever one you have enough cash for.  Something so you don't have to take the bus to meets or hitch rides everywhere.

Money was my hardest decision, and I've never played a mage before so I wasn't sure what was optimal. A few questions here. 1) Remington Suppressor, where is that? Is it a Machine Pistol? If so, what is it's damage code + relevant stat block? I'm guessing the point of this is just have one gun in case you can't deal with Drain. I would like to point out that the only 3 books I have access to at the moment are SR5, Run & Gun, and Street Grimoire. 2) No smartlink in glasses (I assume none in gun either)? Is it just not worth the dice for someone who mainly does spellcasting? 3) Can I add in some modifications for the Longcoat if I have the money? I was thinking something along the lines of Nonconductivity 4.

The bike seems like a good idea, but do I need to get a pilot skill for that? Unless normal transport requires 0 skill (which to me seems like someone trying to drive a car without passing any driving tests), it seems like it would be necessary.

Tarislar

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« Reply #4 on: <08-14-14/1606:27> »
I should note that Counterspelling 5 and Banishing 5 are both free from taking Priority A in Magic.

I was wondering if that was why.  You do know that you can add your other skill points to those.
It doesn't have to be an added skill.
So if you want Spellcasting to be at 6 + Specialization, that is just 2 points added to one of your 5 point magic skills.
I'd focus on Spellcasting, Summoning, Assensing, Counterspelling & finally Binding as my 5th choice.
Specialization in Spellcasting is a major yes for me.  Not so much in those other skills.  I find they get used less & often in the different specializations w/o any focus on 1 over the rest.

As for specialized summoning.... Honestly, I find that to be one area that I don't really care to specialize in.
Better to take the Positive quality Spirit Affinity, but even then unless you are focusing on large amounts of binding, I find that to be less than useful.

Why FireBall over the double Elemental spells......... Higher Drain.  I'd rather take an added DV for casting it at a higher force than the extra elemental effect.  If I do enough damage then everything else is secondary.   Either way I'd certainly not take 2 of them. 



Quote
About Health spells ... Well, I originally had Increase Reflexes, but I honestly wasn't sure if it's worth keeping something sustained (since sustaining is one complex action per combat turn, which means my one extra action pass is used to sustain). Unless I missed something. Increase Charisma is not worth it, since to cast it to have any effect, the force needs to be higher than the Attribute, so I would need to cast a Force 9 spell, resist drain, and sustain it at the same time.

Manipulation spells were the main theme of this character. I like the combo of Control Thoughts + Mob Mind, since I can influence one person, or incite a riot/do anything to a
If you could maybe give me some reasoning, like maybe I'm too specialized, then I think I'll drastically change them.


Health:  Reflexes can be cast at Force-1 w/ Reagents since it only boosts initiative, no Minimum force needed.  its also fairly effective at Force-2 & Force-4 so you could get a Sustaining Focus in time, or drop off 1 level of your Foc-Con-3 if you choose.
Charisma is more have it for once you are Initiated, to quicken your Cha to assist in Drain, Conjuring, & Face abilities.  So you could put that one off for later.

Manipulation:  Honestly, you over did the "Mind Control" aspect part of it is all.
IMHO, either take a single Influence, or, a single Control Thoughts, or, a combo of Influence AND Mob Mind.
Don't take Mobmind solo, I did that and regret it, you almost never have a need to influence a whole group & the drain means casting it at a high force is painful
Basically, IMHO, depending on if you want to be Subtle or Overt & how powerful/effective you want to be, choose Influence or Control Thoughts.  Skip Mob Mind IMHO unless its as a combo with Influence.   






Quote
Money was my hardest decision, and I've never played a mage before so I wasn't sure what was optimal. A few questions here. 1) Remington Suppressor, where is that? Is it a Machine Pistol? If so, what is it's damage code + relevant stat block? I'm guessing the point of this is just have one gun in case you can't deal with Drain. I would like to point out that the only 3 books I have access to at the moment are SR5, Run & Gun, and Street Grimoire. 2) No smartlink in glasses (I assume none in gun either)? Is it just not worth the dice for someone who mainly does spellcasting? 3) Can I add in some modifications for the Longcoat if I have the money? I was thinking something along the lines of Nonconductivity 4.

The bike seems like a good idea, but do I need to get a pilot skill for that? Unless normal transport requires 0 skill (which to me seems like someone trying to drive a car without passing any driving tests), it seems like it would be necessary.
Remington is from Gun Haven 3.  The stat cards pdf is like $3 and the full pdf is like $8.  As the name implies its has internal silencer.  Is a Machine Pistol.  15 Round Clip, 7P -1AP, SA/BF, with Accuracy of 6 or 7 IIRC.   Basically its a suppressed Burst Fire capable Glock for $700.  I find with a Laser Sight & Gas Vent it makes for a sweet little concealable sidearm.
The Ares Alpha is illegal & kinda expensive for a cash strapped character like yourself.  Better to save that for later after a few runs IMHO.
Smartlink is also expensive.  Better, IMHO, to put that off till after Chargen when you've made some profits & decide to get the Ares for heavy combat runs.

The 2 Coats I named can both add on Non-Con-4 if you have the cash, just wasn't sure if you would or not.

Piloting-Ground Craft is a defaultable skill, that means Reaction -1 is your dice pool.  Most other Piloting skills you have to train in the skill.  But driving a car is basic.
If you really want it then 2 Karma gets you Skill-1 & then its 2 more dice than just defaulting.  Either way you should rarely have an issue just driving to meets.


8-bit

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« Reply #5 on: <08-14-14/1853:37> »
I was wondering if that was why.  You do know that you can add your other skill points to those.
It doesn't have to be an added skill.
So if you want Spellcasting to be at 6 + Specialization, that is just 2 points added to one of your 5 point magic skills.
I'd focus on Spellcasting, Summoning, Assensing, Counterspelling & finally Binding as my 5th choice.
Specialization in Spellcasting is a major yes for me.  Not so much in those other skills.  I find they get used less & often in the different specializations w/o any focus on 1 over the rest.

As for specialized summoning.... Honestly, I find that to be one area that I don't really care to specialize in.
Better to take the Positive quality Spirit Affinity, but even then unless you are focusing on large amounts of binding, I find that to be less than useful.

Why FireBall over the double Elemental spells......... Higher Drain.  I'd rather take an added DV for casting it at a higher force than the extra elemental effect.  If I do enough damage then everything else is secondary.   Either way I'd certainly not take 2 of them. 


I honestly did not know you could add to the "free" skills that priorities give you. That is incredibly helpful to know. That order of skills seems quite logical to me, and I'll see what I can use to change around my skills.

As for Fireball dealing more damage, it's only one less Drain Value than Napalm, and 2 less than Ice Storm. So, I can see Ice Storm getting up there, but with my high Drain Stat I think I can get by with Napalm for the extra water effect. I mean, 1 more DV to me seems to not mean much in most situations (Assuming 3 net hits at Force 6, it's only 9 DV that still gets resisted), I don't think I'm gonna one shot someone usually, so the extra utility seems better to me. I'll stick to only one spell though.

Health:  Reflexes can be cast at Force-1 w/ Reagents since it only boosts initiative, no Minimum force needed.  its also fairly effective at Force-2 & Force-4 so you could get a Sustaining Focus in time, or drop off 1 level of your Foc-Con-3 if you choose.
Charisma is more have it for once you are Initiated, to quicken your Cha to assist in Drain, Conjuring, & Face abilities.  So you could put that one off for later.

Manipulation:  Honestly, you over did the "Mind Control" aspect part of it is all.
IMHO, either take a single Influence, or, a single Control Thoughts, or, a combo of Influence AND Mob Mind.
Don't take Mobmind solo, I did that and regret it, you almost never have a need to influence a whole group & the drain means casting it at a high force is painful
Basically, IMHO, depending on if you want to be Subtle or Overt & how powerful/effective you want to be, choose Influence or Control Thoughts.  Skip Mob Mind IMHO unless its as a combo with Influence.   


My original thoughts were keeping a sustained Force 3 Increase Reflexes spell using Focused Concentration, but after you writing this I did a little more searching in the rules. There apparently is no action required to sustain a spell, just a dice pool penalty (negated by the Quality). The question then becomes how often is a Force 3 (assuming I'm personally sustaining it) Increase Reflexes spell going to put me over 3 Action Passes. I'll always get at least 2, but the big thing for me is trying to get 3.

I think I'll put the Increase Charisma off for later, since I'm still somewhat limited with spells at Chargen.

Thanks for explaining that I was overspecialized in the "Mind-Control" department. I think I'll stick with just Control Thoughts for those times you really need to have something happen but you don't wanna give yourself away.

Remington is from Gun Haven 3.  The stat cards pdf is like $3 and the full pdf is like $8.  As the name implies its has internal silencer.  Is a Machine Pistol.  15 Round Clip, 7P -1AP, SA/BF, with Accuracy of 6 or 7 IIRC.   Basically its a suppressed Burst Fire capable Glock for $700.  I find with a Laser Sight & Gas Vent it makes for a sweet little concealable sidearm.
The Ares Alpha is illegal & kinda expensive for a cash strapped character like yourself.  Better to save that for later after a few runs IMHO.
Smartlink is also expensive.  Better, IMHO, to put that off till after Chargen when you've made some profits & decide to get the Ares for heavy combat runs.

The 2 Coats I named can both add on Non-Con-4 if you have the cash, just wasn't sure if you would or not.

Piloting-Ground Craft is a defaultable skill, that means Reaction -1 is your dice pool.  Most other Piloting skills you have to train in the skill.  But driving a car is basic.
If you really want it then 2 Karma gets you Skill-1 & then its 2 more dice than just defaulting.  Either way you should rarely have an issue just driving to meets.

Looks like I'll have to go and get some more PDFs. Do you have any other books that you recommend? I don't mean to be annoying or pressing, but I would just like to know where all this amazing stuff everyone knows of is.

I think I'll get one rank in Pilot Ground Craft just to be absolutely sure, but thanks for clearing that up.

I'll make an edit to this later, I currently have to head off to dinner. Thanks for explaining these things to me, since I am not super experienced.

8-bit

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« Reply #6 on: <08-15-14/0129:24> »
I changed the skills to what you suggested Tarislar, and they definitely look better. I also changed the spell list, so how does it look now? Note, I did spend 10 karma to get 2 more spells. I'll modify gear soon.

Spells
Combat:
Clout
Napalm

Detection:
Mind Probe

Health:
Heal
Increase Reflexes

Illusion:
Improved Invisibility

Manipulation:
(Ice)/(Electricity) Wall
Shape (Concrete)/(Earth)
Turn to Goo
Control Thoughts
« Last Edit: <08-15-14/0131:45> by 8-bit »

Tarislar

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« Reply #7 on: <08-15-14/1227:42> »
Magic (Magician) A

-- Karma Expenditure --
50 Total
-24 in Qualities
-10 for 20,000 nuyen
-10 for 2 spells
-2 for Pilot Groundcraft

4 Left

-- Attributes --
Agility 4
Reaction 3
Willpower 5
Logic 2
Intuition 5
Charisma 8
Edge 1

-- Qualities --
Mentor Spirit - Raven (-5 Karma)      Distinctive Style (+5 Karma)
Spirit Affinity - Spirit of Man (-7 Karma)   Criminal SIN (+10 Karma)
Focused Concentration 3 (-12 Karma)   Allergy - Silver, Moderate (+10)

Forgot to comment on this before.

1.  You have 10 spells picked out but paid for 2 more.  So you can pick up 2 more for 12 total.
OR.   as an alternative.  Drop Logic to 1, use the 10 karma to raise it back to 2.  Then add that point that you lost to Agility or Reaction.

2.  I would consider dropping Spirit Affinity for 2 more levels of Focused Con.  That or drop the Foc-Con down to 2.
That way you can sustain spells for your Willpower, Intuition, or Reflexes all at higher levels.  Or just reflexes at a lower level.  Either way 3 is kinda meh.

3.  Change Criminal SIN to National.  Then add a 5 point allergy or change Distinctive Style to a 10 point allergy.  Criminal is just so painful IMHO to start with.



Tarislar

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« Reply #8 on: <08-15-14/1233:32> »
I changed the skills to what you suggested Tarislar, and they definitely look better. I also changed the spell list, so how does it look now? Note, I did spend 10 karma to get 2 more spells. I'll modify gear soon.

Spells
Combat:
Clout
Napalm

Detection:
Mind Probe

Health:
Heal
Increase Reflexes

Illusion:
Improved Invisibility

Manipulation:
(Ice)/(Electricity) Wall
Shape (Concrete)/(Earth)
Turn to Goo
Control Thoughts

Solid:
I love the smell of Napalm in the morning!    (Liquid Fire, for when you absolutely, positively have to F-up every last Mother-F'er in the room.)
About the only thing I might change is the Elemental Wall for Barrier, & that is debatable.


For the $3 I spent on it, I'm not disappointed in the Gun Haven-3 cards with 5E stats.  Sure there is no fluff with them but its a nice little selection of alternate choices.  The Remington alone was worth the price as my new sidearm of choice for my current character.  Much more concealable than my Ingram is.

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« Reply #9 on: <08-16-14/1719:25> »
I changed the gear around a bit, is there anything I missed? I also decided to change the Criminal SIN to a Moderate Gold allergy. I took your suggestion and changed Focused Concentration to 5, which should be much more useful.

Tarislar

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« Reply #10 on: <08-18-14/1621:58> »
A MedKit at Rating 3 (On you) or 6 (At Home)

Had a suggestion for Karma Spending.

Drop the Piloting-1 skill for now.

Positive & Negative Qualities are 25 each so balanced.

So base original 25 Karma as follows.

10 Karma = $20,000
5 Karma = 1 New Spell
10 Karma = Edge-2

I think a 2nd Point of Edge will go a long way v/s Piloting skill that you can default on & will likely not need on a Dodge Scoot anyway.