Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: The Bald Man on <12-05-13/1917:49>

Title: [SR5] Edge Mage
Post by: The Bald Man on <12-05-13/1917:49>
Below is the character I hope to use at my next game.  I haven't played in a couple decades.  I read the corebook.  I like the idea of a Mage with max edge that can 'burst' when the dreck hits the fan.  Am I missing anything obvious?


Edge Mage
Priorities:
Meta: C – Human
Attributes: B
Magic: A – Hermetic Mage
Skills: E
Resources: D

Character concept:
[spoiler]
Living the life in the corp arcology.  Groomed to be top tier wage mage.  Parents were former shadowrunners, though the character didn’t know.  Parents, professionals from the door, made sure a go-bag was prepared and I had certain skills that aren’t necessarily standard for a corp brat.  Shortly before game start, a pair of powerful spirits (know to be bound by parents) show up with instructions from the parents, “Get out immediately, grab your go bag and…”  Spirits dissipate mid-message.  I get out just in time as I see flash-bangs go off in the apartment before I am out of line-of-sight.  I get my go-bag which has some equipment, reagents, cash, and a handwritten note.  [I thought it would be cool to actually write the letter that the character received and have the character carry it around]. 
The note includes the typical shadowrunner advise: shoot straight, conserve ammo, and never trust a dragon.  Also provides names for a few of the starting contacts that my parents had a relationship with. 
So now we have a kid who has never been on his own thrust into the shadows.  Not really prepared to kill anyone. 
Character goal is to find out what parents were involved in and what happened to them. 
[/spoiler]

ATTRIBUTES:
[spoiler]
BOD: 2 (10 Karma)
AGI: 3
REA: 3
STR: 2
WPR: 6
LOG: 5
INT: 4
CHA: 4

Edge: 7
Magic: 6
Essence: 6

Limits
Physical – 3
Mental – 7
Social – 7
[/spoiler]

QUALITIES/Karma
[spoiler]
Corporate SIN: -25
Quick Healer: 3
Focused Concentration (2): 8   
BOD 1->2: 10
Skills: 29
[/spoiler]

SKILLS:
[spoiler]
With build points
  Pistols – 2
  Counterspelling – 6
  Spellcasting – 6
  Banishing – 3
  Summoning – 3
  Assensing – 3
  Astral Combat – 4
    Specialty: Mages – 1
With Karma
  Ritual Spellcasting -1
  Enchanting Group -1
  Binding -1
  Arcane -1
  Athletics Group -1
  Perception -1
  Electronics Group -1
  First Aid -1
  Medicine -1
  Pilot: Ground -1

Knowledge/Language
I left them open to tailor to the campaign.  I figured some regional knowledge, Corporate Arcology Life, Magical theory, magical forensics; and some personal interests like special effects and music.  18 levels can take you a long way in customizing the character. 
[/spoiler]

SPELLS:
[spoiler]
[C] Blast (indirect, Stun, AOE)
[C] Lightning Bolt (Ind., physical, LOS)
[D] Detect Dragon, Ext (FxMAGx10)
[H] Heal
[H] Oxygenate
Improved Visibility
Trid Phantasm
[M] Influence
[M] Levitate
[M] Magic Fingers
[/spoiler]

EQUIPMENT: 49,835Y
[spoiler]
5000Y Middle Lifestyle 1 month
100Y Survival Knife
725Y Ares Predator V 5(7),8P/-1AP
150Y   Concealable Holster
30Y   Clip w/15r regular ammo
35Y   Clip w/15r regular ammo
500Y   Silencer/Supressor
1000Y Armor Jacket (AR12)
650Y Urban Explorer Jumpsuit (AR9)
2250Y   Non-conductivity: 9
500Y   Feedback
100Y Helmet (AR+2)
250Y Goggles (1-6 x 50)
2000Y   Smartlink (1)
250Y   Flare Compensation (1)
250Y   Image Magnification (1)
500Y   Ultrasound (1)
500Y   Low Light (1)
600Y Contacts (1-3 x 200)
25Y   Image Link (1)
1000Y   Vision Enhancement (2)
50Y Optical Binoculars
150Y Ear Buds (3)
1500Y   Audio Enhancement (3)
70Y Trodes
5000Y Comlink (6)
50Y   Subvocal Mic
100Y   Sim module
150Y AR Gloves
10000Y Fake SIN Rating 4
800Y  Fake License Rating 4 - Pistol
800Y  Fake License Rating 4 - Concealed
800Y  Fake License Rating 4 - Magic
2500Y Fake SIN Rating 1 (throw-away for mission use)
2000Y Reagents: 100
200Y Gas Mask
300Y Respirator (6)
200Y Survival Kit
750Y Medkit (3)
5000Y Docwagon, Basic (1-year)
3000Y Lodge: 6
[/spoiler]

CONTACTS:
[spoiler]
Fixer 6x2
Talismonger 3x1
[/spoiler]
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-05-13/2340:54>
I like your Attribute Choices
I like your Spell Choices

I would personally take Perception over Assensing. your Dice Pool for Perception is only going to be 5. I usually try to get 6 (+2 Visual)
Read the rules on Binding Spirits your going to have hard time with that at Rating 1. I would take over Banishing.

With being a magic user and Karma being SOO much more important than any other class, and because you have limited points for skills. I would specialize a lot. 1pt or 7 karma later...that another spell + some.
I know its tempting to take Astral Combat because it's linked to willpower, but without weapon focus your going to get torn apart by spirits and spells in astral from what I've read.
I personally would take
Pistols 2 (Semi-Automatics +2)
Spellcasting 6
Counterspelling 5 (Your going to use Spellcasting 20 times for every time you Counterspell, I would specialize maybe Combat..)
Summoning 1-2 (Your Favorite Spirit here +2)
Binding 1-2 (Your Favorite Spirit here +2)
If your set on Astral Combat get a melee skill and weapon focus.
Astral Combat (Swords +2)
Blades (Swords +2)

With Karma take
Arcana 1
Banishing 1 (The times your REALLY going to need it you'll want to spend Edge anyways)
Computer 1 (You don't need group)
First Aid 1 (I would not take Medicine or First Aid, but if your going to take one...)
Assensing 1 (If you take with Regular skills I would specialize..)
I wouldn't bother with Athletics group, I would try to add anouther point to attributes. Maybe add to Intuition or Body..
If you can work around only having max 26K starting Nuyen, I would take Resources E, and spend 10 karma or less.
DO NOT take enchanting Group you have to have spells specifically for Alchemy, Read up on it.

Contacts max Rating total 7 so you could have Connection 6 and Loyalty 1...and so on.
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-06-13/0012:54>
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..
Title: Re: [SR5] Edge Mage
Post by: Beaumis on <12-06-13/1038:31>
Unless you take the sorcery skill group, there is absolutely no reason not to specialize in spellcasting and counterspelling. Spellcasting is your single most used skill as a mage and counterspelling is a pool that depletes with use, so getting two additional dice against the real nasty stuff is a bargain. (Depends on your GM which is worse, Manipulation or Combat.) Specializing in a spirit type for summoning and binding is also a bargain if you plan to use that spirit type a lot.
Title: Re: [SR5] Edge Mage
Post by: sn0mm1s on <12-06-13/1141:52>
IMO, you should never get the banishing skill. Unless you know for certain that a spirit isn't bound you never want to attempt a banishing and I don't recall any method in the rulebook to distinguish between an unbound spirit and a bound one (only that being bound makes your astral tracking roll easier). On top of that, the rulebook states that almost every spirit used in security is bound. Bound spirit resists banishing with Force + Summoner's Magic - and your net hits *only* reduce the number of services.

So, let's say there is a corp mage with Magic 6 and a bound Force 6 spirit with 3 services.You would need to get 3 hits more than the 12 dice pool opposed roll. You will likely be soaking 8 boxes of damage and not banishing the spirit. The only edge a banisher has is Edge (since the spirit/summoner can't use it).
Title: Re: [SR5] Edge Mage
Post by: Michael Chandra on <12-06-13/1150:03>
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.
Title: Re: [SR5] Edge Mage
Post by: sn0mm1s on <12-06-13/1206:21>
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.

This can't happen. The spirit is resisting the banishing - not the summoner. It would be the spirit using Edge - not the summoner. It has been explicitly stated that a bound or summoned spirit can't use Edge.
Title: Re: [SR5] Edge Mage
Post by: Michael Chandra on <12-06-13/1210:07>
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.

This can't happen. The spirit is resisting the banishing - not the summoner. It would be the spirit using Edge - not the summoner. It has been explicitly stated that a bound or summoned spirit can't use Edge.
You are correct on that the Spirit cannot use Edge. The Summoner, however, can use their own Edge on the Spirit's tests. Please make sure you actually are aware of the rules before objecting to something that contradicts your recollection.
Title: Re: [SR5] Edge Mage
Post by: sn0mm1s on <12-06-13/1214:57>
By the way, a really big threat with Banishing is the Summoner spending a point of Edge to make the Spirit resist with more dice, or rerolled dice for that matter. If they do that, chances are you'll be worthless or knocked out, since every hit is another 2 damage you must resist. If they reroll, say, 12 dice, that's another 5.33 drain you must resist on average. So I don't think it's really useful against Bound Spirits.

This can't happen. The spirit is resisting the banishing - not the summoner. It would be the spirit using Edge - not the summoner. It has been explicitly stated that a bound or summoned spirit can't use Edge.
You are correct on that the Spirit cannot use Edge. The Summoner, however, can use their own Edge on the Spirit's tests. Please make sure you actually are aware of the rules before objecting to something that contradicts your recollection.

My mistake - at work. You are correct.
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-06-13/1415:47>
Here's What I would Suggest for skills
Spellcasting 6 (Combat +2)
Counterspelling 5 (Combat or Manipulation +2)
Summoning 2 (Your Favorite Spirit +2)
Binding  2 (Your Favorite Spirit +2)
Perception 2 (Visual +2)
Pistols 2 (Semi-Automatic +2)
Sneaking  2 (Urban +2) --Compliments Invisibility Spell

If your Going to get Weapon Focus..
Blades (Swords +2)
Astral Combat (Swords +2)

Skills I would Get with Karma
Computer 1
Assensing 1
Arcana 1
Etiquette 1

Skills you might want to consider getting with Karma
Animal Handling 1
Unarmed Combat 1
Performance 1 (Maybe to Compliment Trid Phantasm..)
Title: Re: [SR5] Edge Mage
Post by: The Bald Man on <12-07-13/1451:26>
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

That would be awesome.  When I saw how much more stuff you get for upgrading from E to D, versus the minor drop from skills D to E I made the switch.  I would like to see what you recommend. 

Thank you.
Title: Re: [SR5] Edge Mage
Post by: All4BigGuns on <12-07-13/1505:40>
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

Except that Resources E is ridiculously low, and is not enough to get all of the "everyman" gear (not and have a lifestyle that is worth having). Fake SINs of a decent rating are not "easy to get" in game, as the availability of the ones that pass more than the most cursory scrutiny are such that one practically needs a Pornomancer to get them quickly (and quickly is necessary with those).
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-07-13/1510:46>
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

Except that Resources E is ridiculously low, and is not enough to get all of the "everyman" gear (not and have a lifestyle that is worth having). Fake SINs of a decent rating are not "easy to get" in game, as the availability of the ones that pass more than the most cursory scrutiny are such that one practically needs a Pornomancer to get them quickly (and quickly is necessary with those).

He has Real SIN though. you can get up to 26K nuyen using karma. Besides I think it fits his background story better. It kind of Depends on your GM as well.
Title: Re: [SR5] Edge Mage
Post by: The Bald Man on <12-07-13/1523:49>
Regarding Astral Combat & Banishing

I was planning on using Banishing against spirits because closing to melee to do damage against the ones with energy aura is going to tear you up worse than banishing drain.  ...but Micheal pointed out that the summoner can use edge to buff that roll...yikes...

I was going to use astral combat against mages.  No drain, no equipment required.

What is a little mage to do when the team happens across a hostile (bound) fire spirit?  Does the energy aura work in the astral or only when manifest?  Energy Aura is listed as physical, so does that mean when I hit it from astral projection that I don't get burned?


Regarding Counterspelling
Since you counterspell based on you skill level (not dice pool) does a specialty provide bonus dice against the chosen school?
Title: Re: [SR5] Edge Mage
Post by: All4BigGuns on <12-07-13/1524:06>
Looking at your story and your gear I would seriously consider taking priorities E and maybe spending few karma. Talk to your GM. I personally try to discourage my players from taking a bunch of gear they don't need that they can easily get during game. Put a few Karma towards ID manufacturer contact.
If you want I can put together list of geaR..

Except that Resources E is ridiculously low, and is not enough to get all of the "everyman" gear (not and have a lifestyle that is worth having). Fake SINs of a decent rating are not "easy to get" in game, as the availability of the ones that pass more than the most cursory scrutiny are such that one practically needs a Pornomancer to get them quickly (and quickly is necessary with those).

He has Real SIN though. you can get up to 26K nuyen using karma. Besides I think it fits his background story better. It kind of Depends on your GM as well.

The real SIN should never be used during a run and kept as clean as possible.

It's still not enough at Resource E. One Fake SIN (bare minimum any character should start with) and the accompanying fake Licenses will run 11,000. Add in a comm-link (another item every character should have) and you're looking at another 2,500 for one that is worth having--not to mention another 500 for subvocal mic--necessary for secure communication which doesn't break your stealthing--a biometric reader to secure the device and AR gloves and then there's a pair of contact lenses with Image Link so that you can actually perceive AR and not stick out like a sore thumb (another reason to have the comm). Every character, even mages, should have armor and a decent gun, which further increases the expenditure. Let's say Colt Govt and Lined Coat here for another 1,325 nuyen. This won't leave much at all for a decent lifestyle and any foci the mage in question needs/wants for his role on the team.

The priority chart for Resources really needs to have every current 'level' brought down one with A being changed to what A was in 3rd.
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-07-13/1550:15>
                                       
Most Important thing your Commlink                                       
Renraku Sensei          1K   Your using your Willpower to resist Cyberattacks so that gives you 9 Dice. You don't need 5k Commlink                           
Armor Jacket         1K                              
 w/ Fire Resistance (6)         1.5K   I think Fire Resistance is better then Nonconduct..but your choice. Rating 6 Max                           
Fechetti Security 600         350¥   Better for you character then Predator, more concealable, more ammo.                           
 w/ 2 clips x 30 rounds reg         190¥                              
 a silencer or suppressor is forbidden so your screwed if your playing play by rules appearing character.                                       
use your spells if you want silence..                                       
Invisibility + Armor Jacket > Urban explorer jumpsuit.                                       
Contacts (Rating 1)         1375¥   Image enhancement adds to Limit, unless your wireless then adds dice.                            
 w/ Flare Comp                                       
 w/ Image Link                                       
 w/ Low-light vision                                       
I'm tying to visualize Mage w/ helmet and googles…                                       
Ear buds (Rating 1)         50¥                              
Subvocal Mic         50¥                              
AR Gloves         150¥                              
Survival Knife          100¥                              
Gas Mask, Survival Kit, Respirator, and Medkit..Easy to get if you really need. You would probably get penalized if you tried to carry it all                                       
and you have Heal and Oxgenate.                                       
                                       
         5765¥ for above gear.                           
                                       
10 Karma for 20K nuyen                                       
You could still Easily get Rating 4 Fake SIN.                                        
Fake SIN (Rating 4)         10k                              
Fake Licenses (Rating 4) x 3         2.4K                              
Magic Lodge (Rating 6)         3K                              
Low Lifestyle (1 Month Paid)         2K            

Only 17.4K nuyen, so you could get mid Lifestyle if you maybe got rid of License or took to rating 3.                  
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-07-13/1606:25>
That 4 Extra Skill points is worth 36 Karma. If your taking skill from 2 to 6. Actually 26 if you spend the 10 Karma on Resources. At least 3 gaming sessions worth. Karma being WAY more valuable to mage than any other class, I think it would be better Idea to take Astral Combat or Summoning 6 instead and only get gear you actually need. Talk to your GM though, I could be wrong, show him/her your list. They should be helpful to new player.
Title: Re: [SR5] Edge Mage
Post by: Vidnaut on <12-07-13/1619:11>
Note that having a DNI (like trodes) on your PAN can substitute for image link, sound link, and the primary usefulness of AR gloves in addition to being able to manipulate AR hands-free, downgrading a lot of action requirements, and being able to do without the wireless bonuses on certain devices (namely grenades).

I'd still probably get an image/sound link, sub-vocal mic, and AR gloves in your back pocket in case the trodes get bricked or you have to go without them but the trodes are top-choice overall.  Of course, since trodes don't have a wireless option the only real way they're gonna get bricked is through direct damage (like a tag eraser).  If it's bricked through a matrix source then your comm is compromised and you have bigger problems.
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-07-13/1706:59>
Note that having a DNI (like trodes) on your PAN can substitute for image link, sound link, and the primary usefulness of AR gloves in addition to being able to manipulate AR hands-free, downgrading a lot of action requirements, and being able to do without the wireless bonuses on certain devices (namely grenades).

I'd still probably get an image/sound link, sub-vocal mic, and AR gloves in your back pocket in case the trodes get bricked or you have to go without them but the trodes are top-choice overall.  Of course, since trodes don't have a wireless option the only real way they're gonna get bricked is through direct damage (like a tag eraser).  If it's bricked through a matrix source then your comm is compromised and you have bigger problems.

I'm curious if you agree with me that you don't really need 5k nuyen commlink? Trodes on non decker character make me nervous, it's a direct link to your brain...and that's important even for the Non-Deckers.
Title: Re: [SR5] Edge Mage
Post by: Beaumis on <12-07-13/1933:20>
Note that having a DNI (like trodes) on your PAN can substitute for image link, sound link, and the primary usefulness of AR gloves in addition to being able to manipulate AR hands-free, downgrading a lot of action requirements, and being able to do without the wireless bonuses on certain devices (namely grenades).

I'd still probably get an image/sound link, sub-vocal mic, and AR gloves in your back pocket in case the trodes get bricked or you have to go without them but the trodes are top-choice overall.  Of course, since trodes don't have a wireless option the only real way they're gonna get bricked is through direct damage (like a tag eraser).  If it's bricked through a matrix source then your comm is compromised and you have bigger problems.

I'm curious if you agree with me that you don't really need 5k nuyen commlink? Trodes on non decker character make me nervous, it's a direct link to your brain...and that's important even for the Non-Deckers.
You dont need to worry about trodes as long as you're running in AR mode.

Quote
Biofeedback damage is only dangerous when you’re in VR mode. Unless the attack says otherwise, biofeedback is Stun damage if you are using cold-sim VR and Physical damage in hot-sim VR. You resist biofeedback damage with Willpower + Firewall
P. 229 Core.
A non decker won't go VR unless he absolutely needs to, which definately rules out combat situations. The worst a hostile decker can and will do to you is brick your trodes, which is a hell of a lot cheaper for you to replace than getting your comlink bricked.

Quote
I'd still probably get an image/sound link, sub-vocal mic, and AR gloves in your back pocket in case the trodes get bricked or you have to go without them but the trodes are top-choice overall.  Of course, since trodes don't have a wireless option the only real way they're gonna get bricked is through direct damage (like a tag eraser).  If it's bricked through a matrix source then your comm is compromised and you have bigger problems.
Or you could just have a second set of trodes available. First gets bricked, ditch them and put on the new ones. Trodes are also legal and readily available everywhere.

Frankly, unless wearing trodes is a social issue, there's little reason not to do so for a runner. Though, personally, even my mages get a datajack at some point, just so I'm no longer depended on the trodes.. Usually along with cybereyes or retinal mods. Cybereyes have the additional benefit of including a camera, which allows you to share your vision with your party by opening a life feed through the send message program. A team where every runner has cybereyes can basically share their vision among each other, ensuring that everyone sees everything.
[Goggles, Contacts and Smartguns can achieve the same thing, but they are kind of the same as trodes in that they are conspicuous and problematic in some situations. Cheaper to replace when bricked though.]
Title: Re: [SR5] Edge Mage
Post by: All4BigGuns on <12-07-13/2014:26>
                                       
Most Important thing your Commlink                                       
Renraku Sensei          1K   Your using your Willpower to resist Cyberattacks so that gives you 9 Dice. You don't need 5k Commlink                           
Armor Jacket         1K                              
 w/ Fire Resistance (6)         1.5K   I think Fire Resistance is better then Nonconduct..but your choice. Rating 6 Max                           
Fechetti Security 600         350¥   Better for you character then Predator, more concealable, more ammo.                           
 w/ 2 clips x 30 rounds reg         190¥                              
 a silencer or suppressor is forbidden so your screwed if your playing play by rules appearing character.                                       
use your spells if you want silence..                                       
Invisibility + Armor Jacket > Urban explorer jumpsuit.                                       
Contacts (Rating 1)         1375¥   Image enhancement adds to Limit, unless your wireless then adds dice.                            
 w/ Flare Comp                                       
 w/ Image Link                                       
 w/ Low-light vision                                       
I'm tying to visualize Mage w/ helmet and googles…                                       
Ear buds (Rating 1)         50¥                              
Subvocal Mic         50¥                              
AR Gloves         150¥                              
Survival Knife          100¥                              
Gas Mask, Survival Kit, Respirator, and Medkit..Easy to get if you really need. You would probably get penalized if you tried to carry it all                                       
and you have Heal and Oxgenate.                                       
                                       
         5765¥ for above gear.                           
                                       
10 Karma for 20K nuyen                                       
You could still Easily get Rating 4 Fake SIN.                                        
Fake SIN (Rating 4)         10k                              
Fake Licenses (Rating 4) x 3         2.4K                              
Magic Lodge (Rating 6)         3K                              
Low Lifestyle (1 Month Paid)         2K            

Only 17.4K nuyen, so you could get mid Lifestyle if you maybe got rid of License or took to rating 3.

The comms below 2,500 are a trap, don't take them. As to your comment about Willpower, that's for those using VR. Otherwise, attempts are going against the Device Rating.

You'll likely need around 5 fake Licenses (assuming generalized licensing) or more if the GM requires a separate one for every item.

The gun you chose is crap. The only Light Pistols worth touching are the Light Fire ones. There is always Tasers, but that's a separate category.

The Contact Lenses you put are illegal. They need to be at least rating 3 to hold those enhancements.

Only 1 month of lifestyle? Another trap.
Title: Re: [SR5] Edge Mage
Post by: ZeConster on <12-07-13/2045:33>
I'm not sure what purpose the contacts serve for a mage, as their enhancements don't give you any boost to your spell targeting.
A4BG: why would a mage need a good commlink?
Title: Re: [SR5] Edge Mage
Post by: All4BigGuns on <12-07-13/2050:05>
I'm not sure what purpose the contacts serve for a mage, as their enhancements don't give you any boost to your spell targeting.
A4BG: why would a mage need a good commlink?

Everyone should have at least a Device Rating 4 comm (that's the point where the 2,500 one falls) to keep their info and other shiz secure except for the Decker since his device can do what a comm does along with its other stuff. Not like there's that many of the trap ones anyway.
Title: Re: [SR5] Edge Mage
Post by: Bushw4cker on <12-07-13/2137:50>
I'm not sure what purpose the contacts serve for a mage, as their enhancements don't give you any boost to your spell targeting.
A4BG: why would a mage need a good commlink?

Everyone should have at least a Device Rating 4 comm (that's the point where the 2,500 one falls) to keep their info and other shiz secure except for the Decker since his device can do what a comm does along with its other stuff. Not like there's that many of the trap ones anyway.

Having a high Willpower will help when your connected to your commlink so I don't think it's as important for this character to have as high rating of commlink.
from the Book:
When a defense test calls for a Mental attribute,
use the owner’s rating. Even if she isn’t currently defending
or even interacting with the device, her previous
interactions and settings affect the defense test. If
a device is completely unattended, the Device Rating
stands in for any Mental attributes an icon needs but
doesn’t have. For example, a device that an owner sets
and forgets, like a door lock, uses its Device Rating in
place of Intuition as part of the defense pool against a
Control Device action.

Should still talk to GM. He/she might insist he get Rating 6 Commlink. I don't give my players too much grief unless they take Meta Link, and even then most of the time it works just fine.
Title: Re: [SR5] Edge Mage
Post by: Jimmy_Pvish on <12-08-13/0840:44>
I like to have 5k commlink at chargen but for resource E maybe we can't afford it.

Buy 2 cheap commlinks, instead. (I always have 2 commlinks)

Keep important data in one and never bring it when running shadow,

Use another "blank" one for the run.
Title: Re: [SR5] Edge Mage
Post by: Kanly on <12-08-13/1513:33>
Sure, licenses come down to the GM, but you don't really need a license for everything, only the things you want to carry with yourself when going "legal". Obviously anything illegal goes to your safehouse and if you're going on a run and if you're stopped by the police you're burned anyway.

About "having a hard time imagining the mage with goggles and a helmet". First of all you don't want to look like "a mage", but that's obvious. I see no reason not to wear a helmet anyway.

Why is having only 1 month of a lifestyle a trap?
Title: Re: [SR5] Edge Mage
Post by: All4BigGuns on <12-08-13/1522:03>
Sure, licenses come down to the GM, but you don't really need a license for everything, only the things you want to carry with yourself when going "legal". Obviously anything illegal goes to your safehouse and if you're going on a run and if you're stopped by the police you're burned anyway.

About "having a hard time imagining the mage with goggles and a helmet". First of all you don't want to look like "a mage", but that's obvious. I see no reason not to wear a helmet anyway.

Why is having only 1 month of a lifestyle a trap?

Getting stopped by the police is going to happen eventually, no matter what.

It is a trap because it appears to be a perfectly viable solution when in fact all it does is ensure that you have no breathing room for saving cash thus preventing an appropriate rate of nuyen-based advancement. Always get at least 2 months for that breathing room, preferably at least five if you want to see any nuyen-based advancement any time soon. Even Awakened have nuyen-based advancement, as those better foci as well as materials for binding and various other things cost money to acquire.
Title: Re: [SR5] Edge Mage
Post by: Kanly on <12-08-13/1658:31>
Okay I think I got what you mean and it makes a lot of sense! Thanks.

About police stops: if you're carrying something F(orbidden), then it won't really matter if you don't have a license for some other stuff? I mean, sure you'll probably get more years but it's going to end your character's career anyway, won't it?
For example weapon mounts on my vehicle are totally forbidden. So I'm not really going to bother buying a license for anything I'm "bundling" together with a Forbidden item.

I know this is off-topic and I apologize!
Title: Re: [SR5] Edge Mage
Post by: Michael Chandra on <12-08-13/1702:44>
Forbidden means you're screwed anyway, yes, doesn't matter how much.
Title: Re: [SR5] Edge Mage
Post by: All4BigGuns on <12-08-13/2011:21>
Okay I think I got what you mean and it makes a lot of sense! Thanks.

About police stops: if you're carrying something F(orbidden), then it won't really matter if you don't have a license for some other stuff? I mean, sure you'll probably get more years but it's going to end your character's career anyway, won't it?
For example weapon mounts on my vehicle are totally forbidden. So I'm not really going to bother buying a license for anything I'm "bundling" together with a Forbidden item.

I know this is off-topic and I apologize!

On weapon mounts, if the vehicle is only R(estricted) and comes stock with weapon mounts, then you're fine. You only run into the problem of F(orbidden) on weapon mounts modded on.