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Nashoba - Lonesome Wolf [MA Channeling Summoner]

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anchoress

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« on: <04-20-15/1153:19> »
Hey folks!

After trying to make some not-so-efficient type of characters, I started a new project. And so Nashoba was born.

Story:
Nashoba, originally named Urim Noack, was born as an Ogre in the Slums of the R-R-Megaplex in the AGS. Abandoned by his family when he was a kid (presumably due to his metatype), he grew up on the streets. One day he was contacted by his mentor spirit, who pressured him to search for a man called "Nootau". He could be Urim's saviour out of this living hell. So Urim moved heaven and earth searching for this man. Finally meeting him, he realized, that Nootau was an old Sioux shaman, currently travelling the europe country due to a personal quest. But he recognized Urim potential and took the boy with him.
So Urim left the AGS and went to Helena, in the Sioux Nation. There Nootau trained him in the Sioux magical traditions and finally invited him to his own task. He is a channeler, someone who can act as a vessel for spirits. And one of them follows a higher purpose. His name is "Masou". He is a guardian spirit and an old friend of Nootau. In the end, the shaman initiated Urim in the ways of channeling and offered him to become Masou's new vessel. Urim immediatly accepted.
As he reached 18 years, he left the sioux nation to avoid the military draft. Since then he is travelling the continent, searching for tracks of Masou's destiny, to serve his old master's friend as good as he can.

Character:
Nashoba is the more non-talky kind of guy. For him, humanity is a hotbed of sin. There is no reward in talking to people, making friends or something like that. And technology is what made people become like that. The real gift humanity has is the power to reach the astral planes. Spirits, powers, spells - this is what really defines the future of humanity. And it can be achieved by living in harmony with nature and prove your value through fighting for life every day.
With beeing a vessel for Masou, Urim takes every situation serious. He is always cautious, making step after step.

Tasks:
1) Beeing a manipulition mage, which means to support the team by using levitate, net bind and physical barrier to handle certain situations. Additionally he can turn or avoid fights with lighning ball, mob mind and control pack.
2) Beeing a vessel for a F8 guardian spirit, which gives him +4 on all physical attributes (except reaction which only gets +1) and the blades skill on level 8.  This will turn him into a CC fighter with a 10K/AP-3 katana, an attack of 15, a defense of 14, initiative 13+4d6 and Armor+Body 23, which will still be able to use some useful spells and spirit powers.

== Info ==
Street Name: Nashoba
Name: Urim Noack
Movement: 6/12
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork (Ogre) male Age 21
Height 1,90m Weight 82kg
Composure: 8
Judge Intentions: 8
Lift/Carry: 7 (45 kg/30 kg)
Memory: 10
Nuyen: 870

== Attributes ==
BOD: 4
AGI: 3
REA: 3 (6)
STR: 3
CHA: 2
INT: 6
LOG: 4
WIL: 6
EDG: 1
MAG: 7

== Derived Attributes ==
Essence:                   6
Initiative:                12 + 4d6
Rigger Initiative:         12 + 4d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      12 + 4d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         11

== Limits ==
Physical:                  6
Mental:                    7
Social:                    6
Astral:                    7

== Active Skills ==
Alchemy: 1                      Pool: 11
Archery: 3 [Crossbow]           Pool: 6 (8)
Assensing: 1                      Pool: 7
Etiquette: 2                      Pool: 4
Navigation: 1                      Pool: 7
Perception: 3                      Pool: 9
Spellcasting: 6 [Manipulation]       Pool: 16 (18)
Summoning: 6 [Guardian Spirit]    Pool: 16 (18)
Survival: 1                      Pool: 7
Tracking: 1                      Pool: 9

== Knowledge Skills ==
Area Knowledge: (Campaign City): 1                      Pool: 7
English: 3                      Pool: 9
German: 1                      Pool: 7
Magical Theory: 2        Pool: 6
Parazoology: 2               Pool: 6
Sioux: N                     
Sioux History: 2            Pool: 6
Spirits: 2                      Pool: 6
Sprawl Life: 1               Pool: 7

== Contacts ==
(Free Contact); (Campagin City); Mr. Johnson (5, 1)
Nootau; Helena; Sioux Shaman (3, 4)

== Qualities ==
Driven
Emotional Attachment (Power Focus)
Low-Light Vision
Mentor Spirit (Wolf)
Mystic Adept
Ogre Stomach
Perceptive I
Simsense Vertigo
SINner (National) (AGS)
Spirit Affinity (Guardian Spirit)
Spirit Whisperer
Tough as Nails Physical II

== Spells ==
(Tradition: Sioux, Resist Drain with WIL + INT (12))
Ball Lightning             DV: F-1
Clean [Element] (Water)    DV: F-3
Control Pack               DV: F-1
Heal                       DV: F-4
Levitate                   DV: F-2
Mob Mind                   DV: F+1
Net Bind                   DV: F-1
Physical Barrier           DV: F-1
Preserve                   DV: F-3
Spatial Sense, Extended    DV: F-1
Stunbolt                   DV: F-3

== Powers ==
Astral Perception
Combat Sense Rating: 1
Improved Reflexes 3
Magic Sense
Motion Sense

== Lifestyles ==
Street

== Armor ==
Ares Victory: Wild Hunt             12
   +Gear Access
   +Liner - Chemical Protection (6)
   +Holster
Forearm Guards                      1
Helmet                              2

== Weapons ==
Heavy Crossbow
   +Sling
   Pool: 8   Accuracy: 5   DV: 10P   AP: -3   RC: 2
Katana
   +Gecko Grip
   Pool: 2   Accuracy: 7   DV: 6P   AP: -3   RC: 2
Ranger Silver Pistol Crossbow
   Pool: 8   Accuracy: 7   DV: 4P   AP: -   RC: 2
Survival Knife
   Pool: 2   Accuracy: 5   DV: 5P   AP: -1   RC: 2
Unarmed Attack
   Pool: 2   Accuracy: 6   DV: 3S   AP: -   RC: 2

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
+ Sensorsoft

== Gear ==
Bolt: Barbed Head (Crossbows) x20
Bolt: Incendiary Head (Crossbows) x10
Bolt: Standard (Crossbows) x20
Bolt: Stick-n-Shock w/Static Shaft (Crossbows) x20
Fake License (Mage License) Rating 3
Fake License (Weapon License) Rating 3
Fake SIN (Talismonger) Rating 3
Flashlight
Flashlight, Low-light
Gas Mask
Glasses Rating 1
   +Image Link
Power Focus (Bonded Foci) Rating 3
Reagents, per dram x40
Restraint, Plastic x20
Sensor Tags x20
Slap Patch, Trauma Patch
Survival Kit

Edit 1: Sorry, mixed up two concepts that i had here. Cleared things up a bit (changing fire-bringer mentor spirit to wolf).

Notification: i do not own the rights for the picture. It is just for showcasing purposes.
« Last Edit: <04-20-15/1252:06> by anchoress »

Top Dog

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« Reply #1 on: <04-20-15/1522:19> »
Channeling physical combatants are fun! Yay! But I do see some problems.

First, a +4 is great, and certainly a big boost, but you're not exactly starting from a good basis here. Your character concept is competing against street sams and adepts who also get a +3/+4 to their abilities (well, eventually anyway), but they're generally starting from a higher baseline.
If you really want to focus on melee, get your physical stats up. That does mean giving up some mentals, which will hurt your spellcasting (mostly with drain), but dropping Willpower, Initiative and Logic by 1 each still leaves you decently off. You can somewhat mitigate your low Agility with the Agility Boost power as well (that should stack with Channeling), but again, starting from a better baseline is better.

You don't have the Blades skill. You don't need to, since you can let your spirit do the fighting (and he'd be better at it with skill 8) - but that means relinquishing control to your spirit when you fight. That costs a service each time, and also means no spellcasting. The first you can live with (you can always resummon), the latter is more of a pain. You can consider getting blades - that allows you to fight with 2 less dice, but with full control (and all the other perks that come with it). And with specialization you'll be better then your spirit quickly.

Why a katana and not, say, a claymore? Neither is exactly subtle, might as well go big (well, accuracy is one reason, but there's ways to boost that). Also, crossbows do a flat 10P - if you boost your STR by any decent amount (which, again, you really should if you want to melee) a bow will be better (though a crossbow as a backup if you're not channeling for some reason might be good).

Why do you have alchemy, and why don't you have stealth? Speaking of which, what method of chargen are you using? (If priorities, don't buy R1 skills if you can at all help it, that's what karma is for).

anchoress

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« Reply #2 on: <04-20-15/1557:14> »
Hey Top Dog, thanks for you reply!

First of all what i forgot to mention - I'm using karma generation with some house rules, which are:
- starting with +50 karma
- no free knowledge/contact points
- one free Johnson 5/1 conact
- up to +35/-35 points of qualities
- 1 initiation for casters/adepts is allowed
- no special gear quality/no in debt quality allowed

Now to your questions/suggestions :)

Just for clarification: the main priority for this char is to cast spells. So i wanted to boost that at first. Having a 16(18) DP focusing on manipulation and combat seems reasonable and good enough to be a good support/battle mage in the group (especially in combination with the improved reflexes and the power focus). But after spending my points on that i still had some karma points left, so i came up with the summoning idea.
So - getting into CC is not my first priority, it is more a thing when the sh*t hits the fan. Like... going berserk, or enraged. Then Nashoba relinquishes control to the spirit and let him slice through the rest of the drek - either getting out alive or die trying. If i would focus more on this aspect, i would cut myself on the casting aspect - and i'm not sure if i want that.

The claymore wasn't possible because of our inhouse restrictions (AVA 14R) to not picking the quality, that allows you to get a piece of gear above AVA12. And i thought about the bow, yes. But i don't like the idea, that the char is only able to use it, if possessed. With a crossbow, Nashoba can hunt all the time, even if the spirit isn't possessing him. And 11K with barbed head bolts (connected with a sensor tag) and 12S/-5AP Stick-n-Shock bolts should do enough damage to get noticed. If i hit, yeah, i know, a DP of 8 is maybe too low. This is a problem, i have to admit :/

I picked up alchemy to search for dram. I didn't picked stealth because of the conceal ability of the most spirits. Guardians can pick it as well - and from a Force 8 spirit it is hillariously strong. But yeah, i have to admit it would fit the character. So maybe i try to get the 2 karma points from somewhere.

Hope this helps to clarify the character concept. Writing about... do you think the possessing part is viable? I don't want to make a story around the spirit, if it is not viable at all ingame. I thought the CC dicepools are decent (when reliqnuishing control to the spirit). I mean, why don't we just compare?
How to read: Nashoba / random orc street sam
Body: 8 / 8
Agility: 7 / 9
Reaction: 7 / 8
Strength: 7 / 10
Initiative: 12+4d6 / 14+3d6
Blade DP: 15 / 15
Damage (Katana): 10K AP -3 / 13K AP -3
Defence: 14 / 12
Armor+Body: 23 / 25
Phsyical Condition Monitor: 14 / 12
Stun Condition Monitor: 11 / 10
I think it looks not too bad. Like i said, CC is not his first priority. But i guess he would be a decent fighter if things going down and you have to cut your way through enemy forces. Or do you think a Sam would be a lot stronger? Just made one on the fly with Chummer5 to get a feeling for it and how strong a "fresh-out-of-char-creation" orc sam would be.

Top Dog

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« Reply #3 on: <04-20-15/1659:39> »
If it's karmagen, then all the level one's make sense. Still, get stealth, at the very least. Conceal only really works in combination with stealth (though with Concealment 8, you don't need a lot of it).

If you're a primary spellcaster, it makes a lot more sense. You'll still get the ability boost, and have a nice physical backup. Still, especially with karmagen, getting your physicals up a bit might be worth it. But that's a tough choice then... I'd at least consider getting Will down by one (leaves your Stun track the same) together with Logic (which you don't really use). That gives you 50 karma, enough to buy up STR and AGI a point at least.

Claymore is a good point; I assume it's already on your in-game shopping list then? And I get the crossbow point. Once you get some money, getting both is an option, for when you do hulk out.

Alchemy to pick up dram is really not a big moneymaker, and reagents are cheap. If you want to do it for roleplay reasons, sure, but it's not a big loss.

Your comparison does look decent, although that's not a particularly strong street sam. A decent one, but many street sams manage a bigger dice pool, more armor (street sams are good tanks) and, especially, a lot more damage. Hulking out also has to compete with you slinging spells, after all.

Consider, you could summon a normal, materializing Guardian and hand him a blade. He would have the following stats compared to the street sam:

How to read: Spirit of Doom / random orc street sam
Body: 9 / 8
Agility: 10 / 9
Reaction: 11 / 8
Strength: 10 / 10
Initiative: 17+2d6 / 14+3d6
Blade DP: 18 / 15
Damage (Katana): 13P AP -3 / 13K AP -3
Defence: 19 / 12
Armor+Body: 9, or 25 with Hardened vs mundane weapons / 25
Phsyical Condition Monitor: 13 / 12
Stun Condition Monitor: 12 / 10
Your spirit, by itself, is arguably better then it possessing you, and that leaves you free to do your thing. That's a big cost of channeling that's often overlooked! Not being channeled does leave you more vulnerable though, but then there's a big hulking spirit soaking damage for you as well.

That's the main problem with the concept; you're putting a lot into summoning a big bad spirit, but you're not utilizing that to it's full value. It'd say either
  • Go all the way and focus on being a strong melee fighter, with a channeled spirit boosting you. You can keep decent spellcasting skills and stats, but you'd be focusing on melee.
  • Drop the channeling. You still have a strong melee hulk, but now it's a spirit, and you can cast spells to support it. Your first metamagic can go into other things. (Channeling and binding are options for later; you can channel a bound spirit for the stat boost and combat option. Though binding a F8 will probably be above you).
  • Stay with your current build. You'll be a well protected mage, with decent physicals (for defaulting on skills) and a decent melee option when you need it. Do pick up Agility Boost, and a small increase in physical stats if you can. You won't be as strong a spellcaster as you can be, but be much more capable physically.

If you stick with channeling (either way), capitalize more on it. Again, Agility boost! +2 agility for .25 karma (on a below average roll). Doesn't really work for Strength, unfortunately. Get a weapon focus later on, get some skills that use your now very decent stats. Get some more armor! You now have the strength for it. If you're not set on the blade, but want to keep the physical options, guns are always an option. Get some adept powers to boost your attacks!


Some more general points:
- Get a better commlink, and some trodes or subvocals. Your team will thank you.
- Your shiny new commlink will protect your shiny new +3 glasses. You have to see things to cast at them.
- Physical Barrier is kind of weak, and Cleanse Water is... meh. Consider trading those in.
- Mob Mind is very powerful, and also very hard on drain, especially until you get a decent Centering. Also it makes people hate you, a lot. Consider Control Thoughts or Influence.
- How do you get around? You have a Street lifestyle, so probably no Public Transport (although, it's only 50/month). And taking body armor and swords and stuff in the bus is asking for trouble. Get a car or a bike. Also, a place to live - since Run Faster it's not just for roleplaying!
- I'm not entirely sure, but I believe you still get free Knowledge skills in Karmagen. If so, you didn't spend those (you have 14 points worth spend, you should have 20 free).

anchoress

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« Reply #4 on: <04-20-15/1736:08> »
Wow! Thanks a lot for your long post and insights! It is great for me to get another opinion and a different view on this char build :)

Have the bow and claymore on my shopping list ;)

The problem with getting WIL and LOG down is this:
1) I will face a lot of drain casting my spells with MAG 7. Especially when summoning a F7 spirit! Spirit whisperer will make it a F8 spirit, but he will resist with 8 dice. Hits x2 is the drain, which could be a lot. If the GM rolls 4 or 5 hits and i fail hard at rolling drain resistance, then i start the fights with maybe 6-7 stun damage = -2 dice. I'm a bit afraid, that i will need every point of WIL to resist the drain. Or are there other ways to do so?
2) I picked up LOG 4 because of the astral limit. There was no way for me to reach a social limit of 7, so i focused on the mental one. Keeping in mind that we spend karma in our group for buying knowledge points i can save up some points there and also boost my (mental and astral) limit to 7 by spending the 20 karma from LOG 3 to 4. Seemed reasonable to me. Otherwise i have to find another way to raise the limit to 7, 'cause the char won't be able to use his MAG 7 really well. Additionally i have to summon F7 spirits + spirit whisperer, to get a F8 one. Because when boosting the vessels attributes, the spirits force is rounded down(!), so a F7 spirit would give only +3 to the physical attributes. Is there another good way to boost the limit instead?

Actually, the point about having Nabosha casting AND the spirit roaming free is a very valid one... hm. Will have to think about that for a while. Maybe it is good to concentrate on casting OR summoning. Will try something out with a few builds and come back here later.

To your last points:
According to the simsense vertigo and his antipathy of electronic devices, it was fluffy to only use a meta link. He rarely uses it, and if it is necessary, it can still be part of the teams PAN. And there would be no need to use better glasses - you can't cast throught optical devices, if you didn't paid essence for it ;) Cleanse Water and Preserve are true fluff skills. They will help Nashoba to survive in the wilderness.  Yeah, i could switch them (or just delete them), but i find them very fluffy. For 10 karma... meh, maybe. We'll see.
Physical barrier could be "okay" as a manipulation specialist, i guess. A DP of 18 means 6 successes on average. This will stop some vehicles and people from getting through.

What do you mean with "Mob Mind makes people hate you a lot"?

Nashoba gets around by himself ;) He is a wanderer and a hunter. At least this was the concept. Maybe it is not playable, i have to admit! Like i said, we don't play with the free knowledge points. To get around this, we have the +50 karma points :)


Allright, I will go back to the drawing board and see what i can make out of your ideas!

anchoress

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« Reply #5 on: <04-20-15/1919:32> »
Okay, back from the drawing board ;)

I decided to (almost) stick to the plan. Building a physical summoner would be a completely new character concept and i will try to get this buddy to work. So, this is what I've changed:

WIL 6 -> 5                        +30 karma
Alchemy 1 --> 0                +2 karma
Magical Theory 2 --> 1   +2 karma
Parazoology 2 --> 1        +2 karma
Sioux History 2 --> 1       +2 karma
Spirits 2 --> 1                   +2 karma
Agility 3 --> 4                   -20 karma
Archery 3 -> 4                   -8 karma
Sneaking 0 --> 1              -2 karma
Qi Focus R1                     -4 karma (for attribute boost [AGI])

= +6 karma


== Info ==
Street Name: Nashoba
Name: Urim Noack
Movement: 6/12
Karma: 6
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork (Ogre) male Age 21
Height 1,90m Weight 82kg
Composure: 7
Judge Intentions: 8
Lift/Carry: 7 (45 kg/30 kg)
Memory: 10
Nuyen: 1870

== Attributes ==
BOD: 4
AGI: 4
REA: 3 (6)
STR: 3
CHA: 2
INT: 6
LOG: 4
WIL: 5
EDG: 1
MAG: 7

== Derived Attributes ==
Essence:                   6
Initiative:                12 + 4d6
Rigger Initiative:         12 + 4d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      12 + 4d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         11

== Limits ==
Physical:                  6
Mental:                    7
Social:                    5
Astral:                    7

== Active Skills ==
Archery: 4 [Crossbow]           Pool: 8 (10)
Assensing: 1                      Pool: 7
Etiquette: 2                      Pool: 4
Navigation: 1                      Pool: 7
Perception: 3                      Pool: 9
Sneaking: 1                      Pool: 5
Spellcasting: 6 [Manipulation]       Pool: 16 (18)
Summoning: 6 [Guardian Spirit]    Pool: 16 (18)
Survival: 1                      Pool: 7
Tracking: 1                      Pool: 9

== Knowledge Skills ==
Area Knowledge: (Campaign City): 1                      Pool: 7
English: 3                      Pool: 9
German: 1                      Pool: 7
Magical Theory: 1        Pool: 5
Parazoology: 1               Pool: 5
Sioux: N                     
Sioux History: 1            Pool: 5
Spirits: 1                      Pool: 1
Sprawl Life: 1               Pool: 7

== Contacts ==
(Free Contact); (Campagin City); Mr. Johnson (5, 1)
Nootau; Helena; Sioux Shaman (3, 4)

== Qualities ==
Driven
Emotional Attachment (Power Focus)
Low-Light Vision
Mentor Spirit (Wolf)
Mystic Adept
Ogre Stomach
Perceptive I
Simsense Vertigo
SINner (National) (AGS)
Spirit Affinity (Guardian Spirit)
Spirit Whisperer
Tough as Nails Physical II

== Spells ==
(Tradition: Sioux, Resist Drain with WIL + INT (11))
Ball Lightning             DV: F-1
Clean [Element] (Water)    DV: F-3
Control Pack               DV: F-1
Heal                       DV: F-4
Levitate                   DV: F-2
Mob Mind                   DV: F+1
Net Bind                   DV: F-1
Physical Barrier           DV: F-1
Preserve                   DV: F-3
Spatial Sense, Extended    DV: F-1
Stunbolt                   DV: F-3

== Powers ==
Astral Perception
Attribute Boost [AGI] Rating: 1
Combat Sense Rating: 1
Improved Reflexes 3
Magic Sense
Motion Sense

== Lifestyles ==
Street

== Armor ==
Ares Victory: Wild Hunt             12
   +Gear Access
   +Liner - Chemical Protection (6)
   +Holster
Forearm Guards                      +1
Helmet                                       +2

== Weapons ==
Heavy Crossbow
   +Sling
   Pool: 8   Accuracy: 5   DV: 10P   AP: -3   RC: 2
Katana
   +Gecko Grip
   Pool: 3   Accuracy: 7   DV: 6P   AP: -3   RC: 2
Ranger Silver Pistol Crossbow
   Pool: 8   Accuracy: 7   DV: 4P   AP: -   RC: 2
Survival Knife
   Pool: 3   Accuracy: 5   DV: 5P   AP: -1   RC: 2
Unarmed Attack
   Pool: 3   Accuracy: 6   DV: 3S   AP: -   RC: 2

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
+ Sensorsoft

== Gear ==
Bolt: Barbed Head (Crossbows) x20
Bolt: Incendiary Head (Crossbows) x10
Bolt: Standard (Crossbows) x20
Bolt: Stick-n-Shock w/Static Shaft (Crossbows) x20
Fake License (Mage License) Rating 3
Fake License (Weapon License) Rating 3
Fake SIN (Talismonger) Rating 3
Flashlight
Flashlight, Low-light
Gas Mask
Glasses Rating 1
   +Image Link
Power Focus (Bonded Foci) Rating 3
Qi Focus (Bonded Foci) Rating 1
Reagents, per dram x40
Restraint, Plastic x20
Sensor Tags x20
Slap Patch, Trauma Patch
Survival Kit
« Last Edit: <04-20-15/1925:06> by anchoress »

Top Dog

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« Reply #6 on: <04-21-15/0207:30> »
Well, let's answer the first post first:

About the abilities:
1) Yes, drain is painful, and there's not much in the short run to do about it. You should pick up centering quickly, and think about a centering focus; once you have a couple initiations behind you you can easily pick up ~+5-6 that way, which is a big boost. Apart from that, Increased Intuition is an option, but then you have to sustain it (Heightened Concern from Shadow Spells is an option. Also helps your perception!).
One point of Willpower isn't going to make a massive difference, though, and free up a lot of karma. But it's a tradeoff, yes.
2) Astral limit doesn't matter much, you're never in the astral. Although it's also Mental limit. Still, 6 is probably going to be enough - you have no mental (or astral) skills that really warrant needing a limit of 7.
Astral limit only matters on Astral Space things! You can't project, so for you that's (I believe) only assensing. Summoning and spellcasting use Force as the limit, Astral never enters into that. So you don't need it for magic.
The increase in knowledge skills is nice. Worth it? Depends on where your priorities lie.

The bonus from glasses doesn't work for casting, yes, but it does help spotting the target in the first place. Once you spot them, you don't need the bonus to keep seeing them - and glasses, enhancements or not, are still optical and can be cast through. (A lot of other enhancements won't work though). The increased commlink and such are for secure, stealthy comms. Not having that will hurt the team. Though yes, you can slave your small amounts of gear through someone else's commlink and end up with a decent defence (you'd need to turn over ownership though).

Physical Barrier is nice to stop cars (well, one - it'll probably break the barrier) and people. The problem is that one (not even decent) shot will break through it - you need only 8 DV, and it's a big sheet of energy, it's not hard to hit. A bit of a shame, really, it's a neat spell. It still has it's niche uses (put it in front of a car without them having the time to shoot it?) but the ease at which it breaks limits it a lot.

Mob Mind makes people hate you a lot because people hate Mental Manipulation. A lot. And you'll be mentally manipulating many people at once - that makes people nervous. Of course, that's what laes (or killing them) and erasing magical signatures are for, but something to consider.

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Your adjustments help a lot, I think. Lowering the knowledge skills, meh, knowledge skills have their uses. But the increase in Agi will help a lot. Did you consider picking up palming, gymnastics and/or lockpicking? Easy 11 dices on a skill there for two points (that can wait until later, though).

Edge 1 is low, by the way - Edge helps a lot. That's something you want to adress some time - 10 karma for an extra reroll that might save your life is a good deal. Doesn't need to be now, though.

 

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