Shadowrun Play > Character creation and critique

5E WizGang Combat Mage

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FST_Gemstar:
Perhaps at least getting rid of the specialization? You use spell defense dice to counter combat spells, not a counterspelling test. 6 counterspell will get you 6 dice protect 6 people, turn that 7 karma in to 14k cash!  ;)

dougansf:
Oh! Good catch on the specialization! Thanks.

dougansf:
Thanks for the suggestions.

I've updated the OP with the following.

Swapped Edge 3 with Agility 2.
Removed Counterspell and Pilot Ground Specialties.
Added Automatics, Sneaking, and Unarmed Combat.
Swapped Adept Low Light vision for Ultrasound Sensor
Added Smartlink, Shock Gloves, Sim Module, Trodes, Audio Enhancement.
Bike gained Manual Control Override, Run Flat Tires, and a Spoof Chip.
Gang Boss Connection to 4.

Glyph:
Just looking at the math - Edge is baseline, Qualities are balanced, skills are 255, core attributes are 325, and being a mystic adept with Magic: 6,  7 spells and 6 power points costs 200.  That adds up to  780 karma, leaving 20 for resources, and it looks like you do have about 40,000 nuyen worth of gear.  So yeah, looks like Hero Lab did the math correctly.

drakir:
Looks fine. Some suggestions:  Unarmed seems meaningless. You won't hit anything anyway. Smartlink is just an expensive version of laser sight for a mage. (only one extra dice and you won't need the extra accuracy anyway). Automatics can actually be useful, since full auto and suppressive fire are options. One rank of arcana is enough at gen. You can get more later if you ever need it. 12 karma each for that one extra dice on Spellcasting/Summoning/Binding is expensive. A Power Foci (or more Edge) might be better way to get those extra dice.

Would also buy "normal" qualities like Spirit affinity, Focused Concentration and the like that gets double cost in play. Magicians way cost the same in play.

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