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Mystic Assault Adept with some utility and many an air ghost

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Top Dog

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« Reply #15 on: <03-02-15/1811:34> »
Heightened concentration takes a complex action to activate, yes, but it lists no duration. I believe the consensus is that it lasts for as long as you like, like other Adept powers that list no duration (although only against one penalty - here, that of a specific spell being sustained).

You can use Rapid Draw with Machine Guns? That is odd. Although you don't have Heavy Weapons so I don't see how you plan on doing that.

gunther

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« Reply #16 on: <03-03-15/0248:03> »
sorry, no machine guns.... i meant Machine pistols, shouldnt post when sleepy.

I read the "one task" in heightened concentration as "one action"...now i have to consider to take it^^

gunther

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« Reply #17 on: <03-03-15/0354:07> »
I present the next version:

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: A - Magician or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: E - 6,000¥
Bonus Skill: Summoning
Bonus Skill: Spellcasting

== Attributes ==
BOD: 3                            CHA: 3
AGI: 5                            INT: 5
REA: 3 (6)                        LOG: 2
STR: 2                            WIL: 5
EDG: 5                            MAG: 6

== Derived Attributes ==
Essence: 6                        Initiative:           11 + 4d6
Physical Damage Track: 10         Rigger Init:          11 + 4d6
Stun Damage Track: 11             Astral Init:          10 + 2d6
Physical: 5                       Matrix AR Init:       11 + 4d6
Mental: 5                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 6                         Matrix VR Hot Init:   5 + DP + 4d6
   Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 6

== Active Skills ==
Automatics (Assault Rifles)       Base: 6  + Karma: 0  = 6   Pool: 13 (15)
Binding                           Base: 6  + Karma: 0  = 6   Pool: 12
Computer                          Base: 0  + Karma: 1  = 1   Pool: 3
Etiquette                         Base: 2  + Karma: 0  = 2   Pool: 5
Leadership                        Base: 2  + Karma: 0  = 2   Pool: 5
Negotiation                       Base: 2  + Karma: 0  = 2   Pool: 5
Perception                        Base: 6  + Karma: 0  = 6   Pool: 11
Sneaking (Urban)                  Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Spellcasting                      Base: 6  + Karma: 0  = 6   Pool: 12
Summoning                          Base: 6  + Karma: 0  = 6   Pool: 12

== Contacts ==
John W. Herscheidt (Fixer) (CON: 5, LOY: 2)
Paul "Mr. Roundtree" Hooks (Firefighter) (CON: 1, LOY: 1)

== Qualities ==
Flashbacks I
Focused Concentration (Rating 3)
Hawk Eye
Mentor Spirit (Thunderbird)
Mystic Adept
Poor Self Control (Thrill Seeker)
Prejudiced (Specific, Radical) (Corporate Shamans/Summoners)
Records on File (Aztechnology)
SINner (National) (NAN)

== Spells ==
(Tradition: Buddhism, Resist Drain with WIL + INT (10))
Ball Lightning             DV: F-1
Detect Enemies, Extended   DV: F
Heal                       DV: F-4
Hot Potato                 DV: F-3
Improved Invisibility      DV: F-1
Increase [Attribute] (INT) DV: F-3
Levitate                   DV: F-2
Physical Barrier           DV: F-1
Stunbolt                   DV: F-3
Trid Phantasm              DV: F

== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 1
Improved Ability (skill) (Automatics) Rating: 2
Improved Reflexes 3
Heightened Concentration

== Lifestyles ==
My Temple (Low)  1 months

== Armor ==
Armor Jacket                        12
Custom Ballistic Mask               2
   +Gas Mask

== Weapons ==
AK-97
   +Gas-Vent 3 System
   +Laser Sight
   +Personalized Grip
   +Sling
   Pool: 13 (15)  Accuracy: 7     DV: 10P      AP: -2    RC: 4
Hold-Fast Sprayer
   Pool: 0        Accuracy: 2     DV: n. def.S AP: -2    RC: 1
Unarmed Attack
   Pool: 4        Accuracy: 5     DV: 2S       AP: -     RC: 1

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN (Gerald Hauptman) Rating 4
   +Fake License (Mage License) Rating 4
   +Fake License (Firearms License) Rating 4
   +Trodes

== Gear ==
Ammo: APDS (Assault Rifles) x30
Ammo: Stick-n-Shock (Assault Rifles) x30
Datachip x10
Hold-Fast Adhesive Spray
Micro-Transceiver
Reagents, per dram x62
Standard Tags x10
Ultra-Glide Industrial Lubricant (liter)


Changed quite a bit... this way its only 14 dice for air spirits due to mentor but its much less expensive.

Anyone got anything to add? Oh, and does anyone know if Heightened Concentration is widely accepted? chummer doesnt have it...

ProfGast

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« Reply #18 on: <03-03-15/0405:47> »
Anyone got anything to add? Oh, and does anyone know if Heightened Concentration is widely accepted? chummer doesnt have it...
Offhand it might be because it's actually misspelled in Shadow Spells as "Heightened Concern."  Or it might just not have Shadow Spells powers in Chummer.

Top Dog

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« Reply #19 on: <03-03-15/0423:37> »
One small positive note about summoning: Your 14 dice are resisted with 6 dice from the spirit (assuming you're not oversummoning). You are very, very likely to get at least a service or two. And you can freely resummon when needed - all it costs is some drain. Granted, that can hurt, if the spirit rolls well, but more dice on your end doesn't change that either. So, for summoning, 14 dice is plenty. Of course, more is better, as always, but diminishing returns hits early with summoning.
The only real disadvantage to a lower summoning pool is that when you bind spirits, you want to start with a decent pool of services (since you're unlikely to add a lot with the actual binding).

Heightened Concentration is in Shadow Spells, which is why Chummer might not have it (or why it's not available - perhaps you need to add that sourcebook?).

What do you mean with Corporate Shamans/Summoners? Only those who summon spirits? Hermetics are fine? Why? (You don't have to tell me, but you might have to tell your GM).

I also just noticed you don't have counterspelling. Counterspelling is anywhere from useless to utterly essential, depending on how many mages you face and how many other mages you have. But it's usually good. There's not much to take points from, though. Buying a few ranks from karma is a cheap way to get some minor additional personal magic defence, at least.

gunther

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« Reply #20 on: <03-03-15/0457:42> »
I will flesh out his negative qualities in his background, they could very likely still change a little.

I will take a look if i can squeeze any counterspelling in.

thanks all for your feedback!

Edit: another question: which qualities, mentor spirit and concentration aside, could benefit him? its either 1-2 points counterspell or another quality..
« Last Edit: <03-03-15/0527:09> by gunther »

Top Dog

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« Reply #21 on: <03-03-15/0537:57> »
Oh. Huh, wait a second.

You're spending 30 karma on Power Points. 12 on Improved Concentration. 5 on mentor spirit. Whatever much Hawkeye costs. 7 points on cash (maybe less now, but still some).

Am I missing something or are you well over the 50 karma max?

gunther

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« Reply #22 on: <03-03-15/0603:31> »
sorry, i got confused which version i posted. If i scrap Hawkeye, that is. got 4 Karma left....

gunther

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« Reply #23 on: <03-03-15/0651:12> »
surprise surprise, a question arises...:

may i use air spirits for combat if i am of sioux tradition? or only beasts? the backstory might work better as a sioux...

Top Dog

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« Reply #24 on: <03-03-15/0742:33> »
Again, Street Grimoire muddies the waters. Per the Core rules, the categories do nothing - mechanically - except for bound spirit (and there it only really matters for supporting spellcasting and the like). However, Street Grimoire has a rule that says you can only use spirits for tasks within their categorie.

This is a stupid rule and you should probably ignore it. It makes a lot of spirits useless outside of binding (most spirits can't heal, for example, even if they're their tradition's "healing" type). It also means you have to release and summon a new spirit any time you want to do something different, even if your spirit is mechanically able to do the thing you ask ("Hey can you pop over there and assense the target area?" "No can do boss, I only want to fight"). So yeah, stupid rule.

That said, you should at least look at the traditional roles as guidelines what you "should" use spirits for. Sioux normally uses Beasts if they need something to fight - why don't you?

gunther

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« Reply #25 on: <03-03-15/1443:41> »
i was finally happy with my char...

and had to learn that my chummer gave me 35bp in standard, which seems to be 10 to much. *sigh* he was nice at last ;(

 

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