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Looking for feedback/advice on creating a Shinto Mage (all books viable)

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Senko

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« on: <04-18-18/0108:55> »
First off let me say this is a bit of a departure from the normal characters I try to make as in I'm trying to actually make a focused one rather than include flavour options I normally like. So any advice appreciated here to improve them. Normal Priority System Shinto Magician being remade as there's been quite a few books released since my earlier characters.

A: Magic: Magician
B: Skills
C: Attributes
D: Metatype: Elf
E: Resources

Metatype: Elf

Attributes
Boyd: 3
Agility: 3
Reaction: 2
Strength: 2
Willpower: 5
Logic: 2
Intuitiion: 2
Charisma: 6

Positive Qualities
Focused Concentration: 3
Mentor Spirit

Negative Qualities
Astral Beacon

Active Skills
Arcana: 6
Assensing: 6 (Astral signatures specialization)
Automatics: 4 (machine pistols specialization)
Conjuring Group: 5
Counterspelling: 5
Gymnastics: 2
Perception: 6 (Visual Specialization)
Pilot Ground Craft: 4
Running: 2
Spellcasting: 6 (Manipulation Spell specialization)

MAGIC
Tradition: Shinto
Mentor Spirit: Not really sure what would be good here just that my usual ones don't work with this build.
Spells
Alter Memory
Chaotic World
Heal
Hot Potato
Improved Invisibilty
Increase Reflexes
Levitate
Lightning Bolt
Manaball
Mind Probe
Translate
Trid Phantasm

Gear
Helmet (with trodes)
Armoured Clothing
Uzi IV (74 rounds + 1 spare clip)
Ericka Elite (Sim Module, Map Soft)
Backpack
Certified Credstick (1 gold, 1 standard)
Contacts (Flare Compensation, Image Link)
Earbuds (Select Sound Filter)
Flashlight (Low light)
Magical Lodge (4)
Respirator (4)
Trodes
25 Reagents (Baseline, raw, shinto)
Dodge Scoot

Myriad

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« Reply #1 on: <04-18-18/0435:10> »





Quote
Mentor Spirit: Not really sure what would be good here just that my usual ones don't work with this build.
Spells
Alter Memory
Chaotic World
Heal
Hot Potato
Improved Invisibilty
Increase Reflexes
Levitate
Lightning Bolt
Manaball
Mind Probe
Translate
Trid Phantasm

Offhand I'd probably drop Hot Potato/Translate, unless your GM is fine with 'double casting of disable spells' (aka they're not considered attack ones) and even then a combination of Opium Den/Chaotic World leaves enemies pretty disabled.  Just a preference, but I'd probably swap the Lightning Bolt into a Ball for drones.

Quote
Attributes
Boyd: 3
Agility: 3
Reaction: 2
Strength: 2
Willpower: 5
Logic: 2
Intuitiion: 2
Charisma: 6

From a min/max standpoint, I'd try to soft cap Intuition, and Cap charisma if possible.  Skills C may serve your needs better due to this.

Quote
Active Skills
Arcana: 6
Assensing: 6 (Astral signatures specialization)
Automatics: 4 (machine pistols specialization)
Conjuring Group: 5
Counterspelling: 5
Gymnastics: 2
Perception: 6 (Visual Specialization)
Pilot Ground Craft: 4
Running: 2
Spellcasting: 6 (Manipulation Spell specialization)

I'd probably drop the pilot ground, gymnastics, running, and even automatics.  The last can be made up with nuyen in runs later via a drone packing a machine pistol and an autosoft (recommend the horizon Cu3 professional for example).  I rarely found myself 'shooting' on my mage.

Probably drop conjuring group (but still keep summon/binding) and relook at your Arcana needs.  I'd consider sneaking group as well, though you can reliably get by with just improved invis and trid phantasm.

Possible fillers also range from leadership, negotiation, and secondary 'face' skills basically. 

Possibly fill out your negative qualities.  Free points and sometimes story elements come up via them.

evilaustintom

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« Reply #2 on: <04-18-18/0924:50> »
First off let me say this is a bit of a departure from the normal characters I try to make as in I'm trying to actually make a focused one rather than include flavour options I normally like. So any advice appreciated here to improve them. Normal Priority System Shinto Magician being remade as there's been quite a few books released since my earlier characters...

Funny - I've made up a dryad Shinto mage for the upcoming Neo-Tokyo Missions season.  I wonder if we'll see a lot of them.    :P

My one comment - remember that you can't pick more starting spells than twice your magic.

Edit: Huh.  Did I miscount?  I thought I saw more than 12 spells initially.  Sorry about that.

« Last Edit: <04-18-18/1057:13> by evilaustintom »
"Don't worry!  I'm your Candyman - we can make that happen..."

Senko

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« Reply #3 on: <04-18-18/2011:29> »
Ok responses in order

@Myriad
Translate isn't a disable spell its for communication, I can drop hot potato though. That should have been lightning ball + mana bolt not lightning bolt + mana ball I typed the wrong combination due to tiredness.

With the skills I picked I couldn't raise the attributes any higher I'll see how much I can raise intiuition with changing those around to take into account the advice in this thread. The problem is if I swap attributes/skills I start to run into a severe shortage of the skills a mage needs. That is dropping gymnastics, running, swapping skills/attributes and changing summoning group to summoning/binding puts me 16 skill points over. Even if I drop groundcraft and automatics that's still 7 sill points over I'd have to take out of somewhere else. I definately have none left for a second role.

I generally find the penalties from bad qualities outweigh the benefit ;D

@evilaustintom
Possibly but I've been liking the shinto mage from the day they released the shinto tradition, not sure why it appeals to me so much.

Glyph

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« Reply #4 on: <04-19-18/0318:26> »
You have Attributes listed at C, but I count only 14 points spent.

Senko

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« Reply #5 on: <04-20-18/2001:42> »
Took me a bit to figure out where it was going wrong :-[ I was thinking charisma is at max without making the connection I'd typed 6 rather than 8. That's where the extra 2 points are.