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Ex-Docwagon Mystic Adept

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Shrazkil

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« on: <11-15-14/1340:47> »
Wanted to spec out a build for an upcoming game.

Ex-docwagon, takin' it to the streets.

Suggestions for optimization or missing stuff appreciated.

== Info ==
Street Name: Aegis
Name: Eric Hammond
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 31
Height 5'11" Weight 165
Composure: 7
Judge Intentions: 8
Lift/Carry: 4 (15 kg/10 kg)
Memory: 9
Nuyen: 9115

== Priorities ==
Metatype: E - Human
Attributes: B - 20 Attributes
Special: A - Magician or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 3
AGI: 2
REA: 5 ( 8 )
STR: 1
CHA: 2
INT: 6
LOG: 4
WIL: 5
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                14 + 4d6
Rigger Initiative:         14 + 4d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      14 + 4d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

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

== Active Skills ==
Animal Handling            : 0                      Pool: 1
Archery                    : 0                      Pool: 1
Armorer                    : 0                      Pool: 3
Blades                     : 0                      Pool: 1
Clubs                      : 0                      Pool: 1
Computer                   : 0                      Pool: 3
Con                        : 3 [Fast Talk]          Pool: 5 (7)
Counterspelling            : 6 [Combat]             Pool: 12 (14)
Cybercombat                : 0                      Pool: 3
Demolitions                : 0                      Pool: 3
Disguise                   : 0                      Pool: 5
Diving                     : 0                      Pool: 2
Escape Artist              : 0                      Pool: 1
Etiquette                  : 2                      Pool: 4
First Aid                  : 6 [Gunshot Wounds]     Pool: 10 (12)
Forgery                    : 0                      Pool: 3
Free-Fall                  : 0                      Pool: 2
Gunnery                    : 0                      Pool: 1
Gymnastics                 : 0                      Pool: 1
Hacking                    : 0                      Pool: 3
Heavy Weapons              : 0                      Pool: 1
Impersonation              : 0                      Pool: 1
Instruction                : 0                      Pool: 1
Intimidation               : 0                      Pool: 1
Leadership                 : 2                      Pool: 4
Navigation                 : 0                      Pool: 5
Negotiation                : 2                      Pool: 4
Perception                 : 6 [Visual]             Pool: 14 (16)
Performance                : 0                      Pool: 1
Pilot Ground Craft         : 0                      Pool: 7
Pilot Watercraft           : 0                      Pool: 7
Sneaking                   : 2 [urban]                     Pool: 4(6)
Spellcasting               : 6 [Health]             Pool: 12 (14)
Summoning                  : 4                      Pool: 12
Survival                   : 0                      Pool: 4
Throwing Weapons           : 0                      Pool: 1
Tracking                   : 0                      Pool: 5
Unarmed Combat             : 0                      Pool: 1

== Knowledge Skills ==
Area Knowledge: Seattle    : 3                      Pool: 9
Cooking                    : 3                      Pool: 9
English                    : N                      Pool: 0
Magical Threats            : 3                      Pool: 7
Security Tactics           : 3 [Rapid Response]     Pool: 7 (9)
Shadow Community           : 2 [Safe Houses]        Pool: 8 (10)
Sports                     : 3                      Pool: 9
Underworld                 : 6 [Medicine]           Pool: 12 (14)

== Contacts ==
"Jinx"  Fixer (former pawn broker)(1, 6)

== Qualities & Expendatures ==
Allergy (Common, Mild) (Pollutants) (from mentor)
Allergy (Uncommon, Mild) (Cillan anti-biotics)
Code of Honor (Children & Defenseless)
Incompetent (Firearms)
Mentor Spirit (Eagle)
Mystic Adept
Quick Healer
Power points = 30k
mentor = 5k
quick healer = 3k
Foci bound = 8k
Contact increase = 1K
Money transfer for 6,000 Nuyen = 3K


== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase [Attribute] (INT) DV: F-3
Increase [Attribute] (WIL) DV: F-3
Influence                  DV: F-1
Lightning Bolt             DV: F-3
Mana Barrier               DV: F-2
Manabolt                   DV: F-3
Fireball           DV: F-1
Punch                      DV: F-6

== Powers ==
Attribute Boost (AGI) Rating: 1
Combat Sense Rating: 5
Improved Reflexes 3
Missile Parry Rating: 1

== Lifestyles ==
High lifestyle  1 months

== Armor ==
Armor Jacket                        14
   +Chemical Protection 3
   +Fire Resistance 3
   +Gel Packs
   +Radiation Shielding 6
Helmet                              2
   +Respirator Rating 6
   +Trodes
Lined Coat                          9

== Weapons ==
Unarmed Attack
   Pool: 1   Accuracy: 5   DV: 1S   AP: -   RC: 1

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1) x5

== Gear ==
Biomonitor
Certified Credstick, Gold
Certified Credstick, Silver x2
Contacts Rating 3
Counterspelling Focus, Combat (Bonded Foci) Rating 4
Fake License (Mage License) Rating 4
Fake License (Restricted Foci License) Rating 4
Fake SIN (Zach Kronotakis) Rating 4
Flare Compensation
Gas Mask
Glasses Rating 4
Image Link
Low Light
Medkit Rating 3 x2
Medkit Supplies
Psyche x5
Survival Kit
Thermographic Vision
Vision Enhancement Rating 3

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2
« Last Edit: <11-18-14/0000:36> by Shrazkil »

Whiskeyjack

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« Reply #1 on: <11-15-14/1416:37> »
You want some kind of gun skill. OH, I see you're incompetent with Firearms. Um...well...okay. I don't advise this simply because having a gun makes you look like less of a mage (less likely to get geeked first) and if you're always slinging spells with no other method of combat, you're more likely to knock yourself out with Drain.

Summoning but no Binding?

I would think with First Aid 6 you'd want to be a LOG tradition (Hermetic or something) and get Cerebral Boosters to help with both First Aid-ing and Drain. But it looks like you picked an INT-based tradition?

I would do Improved Reflexes 2 and then boost it to 3 with a Qi Focus. Then you can pick up stuff like Motion Sense. You probably want to work Astral Perception into your build.

I'd swap Manabolt for Stunball. Phys Barrier kinda sucks. Punch is bad because you never want to be Touch-range. You want Levitate, it's really too useful to ignore. You lack any kind if Physical AoE; Ball Lightning is really nice for this, over Lightning Bolt.

Pools of 4 in Leadership/Negotiation = not worth it, don't try to be a face with those pools, it's more likely to bite you in the ass than help anything.

No reagants? Reagents are the best way to get serious use out of Heal (Force 1, reagents set the limit to 6, prevents you from having to sustain it for 6 rounds to get the full heal but still get all the good things from being able to retain 6 hits of healing) and indirect combat spells, particularly AoEs. Oh and Binding, of course.
Playability > verisimilitude.

Shrazkil

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« Reply #2 on: <11-15-14/1439:43> »
I welcome being targeted first.

With phsyke and improved intuition, i will have 23 dodge dice.

I will be picking up improved Logic spell whenever i get quickened metamagic, but figured i would get more use out of will until then.

Binding wise i have 2 Charisma, if i need to summon something it will just be for a task or two on a run. I was going to not have summoning at all, but figured it would be useful to guard a vehicle or patient. I am not sure why a doc-wagon medic would need astral perception? Am i missing something there? i knowits useful, but there will be a pure mage in group anyway.

Wasn't sure where to put the 2 skill group points i get. Influence group seemed realistic, not trying to face, but etiquette and negotiations seemed like things you would not want to critical fail on one roll of 1.

Unless i am missing something you do not have to sustain Heal spell, so not sure how reagents play in. Its duration is listed as Permanent, just takes so many rounds to take effect. I don't like relying on reagents for anything. I should have 15 drain dice, so i can just do it myself. With 3 rounds per turn, i have manabolt as my equivelent to a gun. If i dont want to take drain, just cast it at f5, the odds of taking drain is astranomical at that point.

I will look into levitate more, but was trying to keep defensive spells to go with what a first responder might need.

Whiskeyjack

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« Reply #3 on: <11-15-14/1521:18> »
I welcome being targeted first.
Fair enough. But you're solidly in the "might avoid the hit, but can't take it well" camp.

I am not sure why a doc-wagon medic would need astral perception? Am i missing something there? i knowits useful, but there will be a pure mage in group anyway.
Checking the patient's aura would be a big thing. Scoping for astral threats and mana barriers is another. And being able to target lurking spirits, of course, but the first 2 seem pretty relevant for a first responder.

Wasn't sure where to put the 2 skill group points i get. Influence group seemed realistic, not trying to face, but etiquette and negotiations seemed like things you would not want to critical fail on one roll of 1.
Etiquette I can see and Con is good for everyone, dunno why you'd ever roll Negotiation tbh. Buying it as part of the group makes sense though.

Unless i am missing something you do not have to sustain Heal spell, so not sure how reagents play in. Its duration is listed as Permanent, just takes so many rounds to take effect.
Core p. 283: "Permanent (P) spells don’t fade or dissipate; their effect becomes a lasting, non-magical characteristic after you sustain the spell for (Force) Combat Turns."

So the "F1 but use reagents to set the Limit" is useful, since you don't have to sacrifice hits to make the spell permanent quicker (which is a specific thing that Heal allows) and Force plays no role in how many boxes are healed except to cap it as a Limit (unlike with indirect combat spells, where it sets the DV and -AP).

I don't like relying on reagents for anything. I should have 15 drain dice, so i can just do it myself. With 3 rounds per turn, i have manabolt as my equivelent to a gun. If i dont want to take drain, just cast it at f5, the odds of taking drain is astranomical at that point.
Sure, I'm thinking the times you need to throw a Force 12 spell but don't want to risk a Limit above your Magic making Drain into Physical. And the trick above for Heal is REALLY useful. You gain nothing casting Heal at Force 6 vs Force 1 except a higher Limit (which reagents can set instead); Force 6 is in a lot of ways less useful than messing with reagents (higher Drain, takes longer to be Permanent).

I will look into levitate more, but was trying to keep defensive spells to go with what a first responder might need.
That's fair, I still don't think Punch is a good spell at all, is the thing. And you have no way to do Stun damage as a spell, hence why I suggested Stunball > Manabolt. If you choose not to go the AoE indirect route then I guess Manabolt/ball are okay things to toss at high-Body enemies, but Stunball is just as good there.
« Last Edit: <11-15-14/1546:28> by Whiskeyjack »
Playability > verisimilitude.

Shrazkil

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« Reply #4 on: <11-15-14/1543:31> »
A lot of good info there, thanks Whiskey.

I am a big fan of punch personally, that is my stun spell, inevitably either someone is gonna try and melee me, or i can invis and get close enough to a target to let loose a F11 punch.

Whiskeyjack

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« Reply #5 on: <11-15-14/1545:42> »
Oh whoops, I thought Punch did Physical damage, not Stun damage. But it's just a Physical spell, as opposed to a Mana spell. Sorry about that.
Playability > verisimilitude.