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Need advice: What should I roll?

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Hand Amputation

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« on: <09-09-10/1737:09> »
First SR game and here is what is already accounted for:

Jason - GM
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Clay - hacker/rigger
Cole - beefy tank gun using type
Karyn - shaman
Drake - face
James - mage

Seems pretty much covered.. 'Clay' is leaving the group soon, allowing me to join. My question is.. What should I roll? One obvious answer is 'hacker/rigger', but I really wanted to be a magic user.

What would be a good intro class? What would be fun to play? (I loved my Rogue in D&D, and my Street Rat in RIFTS.)

All constructive comments are welcome! I'll be getting back to my corebook study course now.

Catadmin

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« Reply #1 on: <09-09-10/1741:31> »
You need a healer or a B&E guy. You could still do magic for either.
Brandie Tarvin
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DireRadiant

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« Reply #2 on: <09-09-10/1746:24> »
Number one is to play a character you like.

If you like magic flavor, but the team needs matrix support, you might want to look at a Technomancer.

Hand Amputation

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« Reply #3 on: <09-09-10/1751:55> »
You need a healer or a B&E guy. You could still do magic for either.

If you don't mind me asking... What are some options for the Healer role?

FastJack

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« Reply #4 on: <09-09-10/1801:59> »
For a Healer role, I'd say go with Magic. You can do MedTech with skills and such, but there's only so much you can do on the battlefield, where as a Magic-Using Healer can pull off some great stuff in the middle of a fire-fight.

I'll second DireRadiant's suggestion of a Technomancer. You get all the hacking and it 'feels' like magic.

Catadmin

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« Reply #5 on: <09-09-10/1807:53> »
A healer would be defense guy. For an adept / mage, Improved Ability, Enhanced Perception, Natural Immunity, Missile Parry, and Rapid Healing would be acceptable powers.

Spells would include Health spells (obviously), but some Detection and Illusion spells as well. Basically, anything that can be used to protect the team and other people. Physical Barrier would be a nice one. Mana Barrier too, as you could protect the team with both. Invisibility, to hide your patient, etc.

You'd want one or two combat skills (not spells) to protect yourself, but your character would be the support guy, not the gun-bunny.
Brandie Tarvin
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website: http://www.brandietarvin.net
blog: http://brandietarvin.livejournal.net
Twitter: WannaBeWriter06

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Hand Amputation

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« Reply #6 on: <09-09-10/1829:02> »
Thanks for the info. I am supposed to meet with the GM and go over some things, I just wanted to get an idea of what you all thought.

Please keep the ideas coming. I don't necessarily have to be a healer.

 :)

Casazil

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« Reply #7 on: <09-09-10/1933:47> »
Combat mage magic 5 get mostly combat spells

take the heal spell

take first aid say 3 specialize in combat wounds you now have a 5 plus log. and a medkit (buy a rating 6 of course)

max hits healed = the medkit rating or your skill which ever is higher.

Now you can do combat physical and astral and heal.

take some infiltration & perception some type of weapon skill (never hurts to have a back up to spells) unarmed pistols blades yada yada.

go from there so far you got the ability to sneak and to catch stuff going on as well as attacks non magical & magical also you can heal.

remember always do First Aid THEN do magic healing

healing can be done this way once per wound your gun guy takes 5 from npc 1 and 2 from npc 2 you roll first aid 3 + log. 3 + medkit 6 12 die you get 3 success on the 5 he took form npc 1 the magic heal the same wound for 2 that wound is healed now roll first aid again for npc 2 hit get 3 success and gun guy is good to go no magic needed this time.

Now stun power mana bolt/ball the npcs  ;D
"If at first you don't succeed blame someone else"
Joel "Casazil" Rogers
Catalyst Demo Team Shadowrun Special Agent #251
http://games.groups.yahoo.com/group/CasazilsShadowrun/

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« Reply #8 on: <09-10-10/1657:43> »
There's something to be said for subtle. Even if you don't do healer, having manipulation spells and illusion spells, or adept powers and qualities for the B&E (breaking & entering) type would be very useful for the team. Assuming, that is, that the GM wants a well-balanced team.

Sometimes it's not about the firepower. It's about confusing them long enough that their firepower doesn't make a difference to your success.
Brandie Tarvin
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website: http://www.brandietarvin.net
blog: http://brandietarvin.livejournal.net
Twitter: WannaBeWriter06

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Dead Monky

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« Reply #9 on: <09-10-10/1900:21> »
My girlfriend has a witch that focuses almost exclusively on Illusion and Manipulation spells.  It's pretty funny to watch her play the chick.  She can get whole groups of guards killing each other for her.  We never have to fire a shot sometimes.