I'm considering certainattributesqualities, but they'll change the way I look at this character. Things like Pacifist and a Mild Addiction to Longhaul. Day Job seems handy, but kinda cheesy, as do other Mild Addictions.
One of my alternates would be to take SINner and Trust Fund; frees me from having to worry about Lifestyle or money, which means I'm running because I want to ::), but the motivation for that would be rather murky. I suppose I could pair it with being the child of some Aztechnology wagemage or something, refugee or otherwise, but that just seems...easy to mishandle. Not what I'd initially planned, but it'd be a strong side hook, though, if I can avoid being crushed to dust.
If I took more Day Job, maybe Pacifist, I could boost up med skills and make him a nurse, too, I guess.
Might be able to mitigate SINner somewhat by using a fake SIN and trying to live separate lives...like Batman!
A Dwarf seems like a powerful choice, but I think my ego is too big for someone 1.2m tall. I've always had a problem playing nonhuman characters, and while I should change that, and I don't know if now is the time to start.
Name: Glen Carter
Alias: Max Magus!
Race: Human
Sex: Male
Nationality: Californian
Lifestyle: Low
Karma Spent: 0
Physical Description: Somewhat scrawny,
Personality/background "Changing the world would be nice, helping others would be nice, but right now I'm broke." Good natured, somewhat naive by Shadowrunner standards, Glen is a curious, studious, and surprisingly adventurous young mage.
Attributes
Body Agility Reaction Strength 3 3 3 2 Charisma Intuition Logic Willpower 3 4 5 4 Edge Magic/Resonance Essence Initiative 2 5 6 7
Positive Qualities
Magician (Mage)
Sensei
Negative Qualities
Day Job
Active SkillsKnowledge Skills ( [Logic + Intuition] x 3 free points)
Athletics Skill Group 1 Stealth Skill Group 1 Spellcasting 4 Counterspelling 3 Ritual Spellcasting 1 Conjuring 3 Binding 3 Banishing 1 Assensing 1 Arcana 1 Enchanting 1 Pistols (Light) 1(3) Unarmed Combat 1 Dodge 1 Etiquette 1 Negotiation 1 Survival 1 Pilot Groundcraft 1 Language Skills
Magical News 3 Medical News 3 Motorcycles 1 Magical Security 4 Awakened Drugs 1 Physical Security 1 Denver 2 Spirits 3 Alchemy 1 Chemistry 1 Storytelling 1
English N Spanish 3 Sioux 1 Pueblo 1 Sperethiel 1
Spells
Stunbolt Healing Invisibility Levitate Armor Mind Probe
Gear (XXXXX„)
Hermes Ikon (Novatech Navi, AR Gloves, Nanopaste Trodes, Printer, Satellite Link 5355„ Glasses (Low Light, Flare Compensation, Vision Enhancement 3, Image Link) 650„ Binoculars 50„ Mage Sight Goggles 2000„ Medkit 6 600„ Gas Mask 200„ GPS 200„ Mapsoft 6 (Denver) 30„ Gecko Tape Gloves 250„ Lined Coat 700„ Lodge 5 2500„ Fake SIN 4 4000„ Fake Spellcasting License 400„ Fake Driver's License 400„
Vehicles
Yamaha Growler
Handling Accel Speed Pilot Body Armor Sensor Availability Cost +1 15/40 150 1 6 6 1 - 5500„
Contacts
Contact C/L Talismonger 3/3 Thomas Amon. Teacher and Employer; Max gets tips on the finer points of the theory and practice of magic, and occasionally helps out around the store. Smuggler/Biker 2/2 John Carter of Denver (no relation). Adventurer and smuggler. Glen makes the occasional order, and enjoys listening to his stories, and John likes preening and free beer.
E) In general, you have a lot of skills at 1, which is rarely useful. Perhaps focus on fewer skills, but take some Specialisations to get really good?
Example: I took Sorcery group at 4, with specialisations in Spellcasting(Combat Spells) and Counterspelling(Combat Spells). For my PC, the combat spell component is his bread and butter, and this is reflected in his favourite skills
Well, if the GM allows it, they can.
E) In general, you have a lot of skills at 1, which is rarely useful. Perhaps focus on fewer skills, but take some Specialisations to get really good?
Example: I took Sorcery group at 4, with specialisations in Spellcasting(Combat Spells) and Counterspelling(Combat Spells). For my PC, the combat spell component is his bread and butter, and this is reflected in his favourite skills
Charybdis,
You cannot specialize in group skills at character generation. Now after the first run you could then add the specializations, but then wouldn't be able to raise the skills as a group any longer.
... although, as always, individual gamemasters are free to allow this option.
I forgot this was an option only.Quote from: SR4A, p. 84... although, as always, individual gamemasters are free to allow this option.But on the whole, most GMs frown upon this at character creation.
Body | Agility | Reaction | Strength |
3 | 3 | 3 | 3 |
Charisma | Intuition | Logic | Willpower |
3 | 4 | 5 | 4 |
Edge | Magic/Resonance | Essence | Initiative |
1 | 6 | 6 | 7 |
Athletics Skill Group | 1 |
Infiltration | 1 |
Spellcasting | 5 |
Counterspelling | 3 |
Ritual Spellcasting | 1 |
Conjuring | 4 |
Binding | 2 |
Banishing | 1 |
Astral Combat | 1 |
Assensing | 3 |
Arcana | 1 |
Enchanting | 1 |
Unarmed Combat | 1 |
Etiquette | 1 |
Pilot Groundcraft | 1 |
Magical News | 3 |
Medical News | 1 |
Motorcycles | |
1 | |
Magical Security | 4 |
Awakened Drugs | 1 |
Physical Security | 1 |
Denver | 2 |
Spirits | 3 |
Alchemy | 1 |
Chemistry | 1 |
Aztlan | 1 |
Storytelling | 1 |
English | N |
Spanish | 3 |
Sioux | 2 |
Pueblo | 1 |
Sperethiel | 1 |
Stunbolt |
Healing |
Invisibility |
Levitate |
Mind Probe |
Gear (XXXXX„)
Vehicles Yamaha Growler
|
Body | Agility | Reaction | Strength |
3 | 3 | 3 | 3 |
Charisma | Intuition | Logic | Willpower |
3 | 4 | 5 | 4 |
Edge | Magic | Essence | Initiative |
1 | 6 | 6 | 7 |
Athletics Skill Group | 1 |
Infiltration | 1 |
Spellcasting | 5 |
Counterspelling | 5 |
Conjuring | 4 |
Binding | 4 |
Assensing | 3 |
Arcana | 2 |
Unarmed Combat | 1 |
Etiquette | 1 |
Pistols | 1 |
Magical News | 3 |
Medical Societies | 1 |
Magical Security | 3 |
Awakened Politics | 3 |
Physical Security | 1 |
Denver | 2 |
Spirits | 3 |
Alchemy | 1 |
Aztlan | 1 |
Aztechnology | 1 |
Storytelling | 1 |
English | N |
Spanish | 3 |
Sioux | 2 |
Pueblo | 1 |
Sperethiel | 1 |
Stunball |
Manabolt |
Healing |
Improved Invisibility |
Levitate |
Mind Probe |
Gear (XXXXX„)
Vehicles Yamaha Growler
|
Better?Yes, Stun Bolt/Ball affects spirits 8). It's a Mana spell so will affect any living entity. However, as it only does Stun damage, it won't affect constructs (eg vehicles, walls, or magical wards)
Hmm...does Stunbolt/ball affect Spirits? Because I think I need a Power Bolt as well to neutralize physical targets.
Trust Fund is very nice, but I can't seem to come up with anything good, and "Dead rich uncle" seems like a copout. Anyone have any ideas? I'll probably just drop the Azzie link, it just seems too scary, and too...silly.