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SR6 Shaman/Face

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markelphoenix

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« on: <05-16-20/2235:27> »
Caleb Winters

METATYPE: ELF
B 5, A 2, R 5, S 2, W 5 (9), L 2, I 5, C 9 (13), EDG 1, M 6, ESS 6
Initiative/Actions: 10 (12)+3D6/1 Major, 4 Minor
Condition Monitor (P/S): 11/13
Defense Rating: 8
Active Skills: Astral 1, Athletics 1, Con 4, Conjuring 5, Influence 5, Outdoors 1, Perception 1, Sorcery 6 (Spellcasting +2)
Knowledge Skills: Magical Societies, Metaplanes
Languages: English (Native)
Qualities: Exceptional (Charisma), Focused Concentration (3), Honorbound (Code Duello), Impaired (3) (Strength), Low-Light Vision, Prejudiced (Ghouls), Social Stress (Public Dancing)
Spells: Acid Stream, Heal, Improved Invisibility, Increase Attribute, Increase Reflexes, Powerbolt
Contacts: Chosen (C3/L2), Miyagi (C7/L5), Mr. Handy (C5/L3), Mr. Johnson (C4/L3), Shadow (C7/L4), Toribald (C7/L4)
Gear:
. . Actioneer Business Clothes w/ Electrochromic Modification, Feedback Feature, Trodes
. . Matt Donovan w/ (1 month) Low Lifestyle
. . Sony Emperor
. . Urban Explorer Jumpsuit w/ Electrochromic Modification, Trodes

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Have Increase Reflexes + Improve Charisma + Improve Will as the modified stats (+2, +4, +4 respectively). Curious on feedback.

Michael Chandra

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« Reply #1 on: <05-17-20/0701:20> »
1 Edge is gonna hurt, though at least you're heavily boosting your drain pool with the buffs so the risk won't be there. Just normal Heal, I see, not taking a specialised version? I can't tell your priorities at first glance, so can't tell if HLO made any mistakes with RAW. Do you have Magic B, or has your GM houseruled that spell-buying is allowed in chargen?

I'd get an Armor Jacket or something heavier for cases where you need to look tough, and a sidearm so you're not obviously a Mage. Though probably you can get those after the first run.

You may want to reconsider Improved Invisibility as a Conjurer: Concealment by Spirits has the same effect, and you can easily manage high-Force Spirits with the buffed drain pool. Maybe get a stealthy Detection spell instead?
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Shinobi Killfist

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« Reply #2 on: <05-19-20/1222:19> »
Personally I'm a bit of a gambler on mages. I'm perfectly fine with 2 spells at the start since they are cheap to buy later on.  I'm trying to figure out your build.  I assume A attributes You have 6 spells so 3 base magic, so 3 from meta choice there.  So maybe elf(4) and you bought 2 stats up from 1 to 2 with karma?  So A attributes, B magic, C skills, D elf, E resources?

Me personally I'd swap magic and race.  I'd accept only having 2 spells on the first run. Base stats before racial would be B 5, A 2, R 5, S 2, W 5 , L 1, I 5, C 7 , EDG 1, M 6, ESS 6 With those 11 stat points I'd get the magic up to 6,(5 instead of 3)and I'd put 3 points into charisma to get it to your 9, with whats left it gets your edge to a 5, you still spend 10 karma on L but I think you put 20 into karma.  Those 10 can be cash, buy some spell formulas in advance so as soon as you have the karma you can learn the spell get a gun, and a armor jacket. 4 runs later you have the same spell list as you have now, but have a 5 edge.  To get your edge to 5 from one would take 46 more karma and even if you were happy stopping at 4 edge it would still be cheaper by 21 karma. You'd have to be happy at Edge 3 max for the spells on this build to work out long run math.

Its a gamble as you are a lot less effective as a mage from the get go, but summoning and the 2 right spells and your social skill ability should carry you through a run or 3.

markelphoenix

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« Reply #3 on: <05-22-20/2256:54> »
Redid Character, took inspiration from Shinobi...kind of like the results...kind of crazy what a simple priority switch can do:
Caleb Winters

METATYPE: ELF
B 5 (9), A 3, R 5, S 1, W 5 (9), L 2, I 5, C 9 (13), EDG 5, M 6, ESS 6
Initiative/Actions: 10+1D6/1 Major, 2 Minor
Condition Monitor (P/S): 13/13
Defense Rating: 11
Active Skills: Astral 1, Con 5, Conjuring 6 (Summoning +2), Influence 4, Perception 1, Sorcery 5
Knowledge Skills: Magical Societies, Metaplanes
Languages: English (Native)
Qualities: Exceptional (Charisma), Focused Concentration (3), Impaired (4) (Strength), Incompetent (Cracking), Low-Light Vision, Mentor Spirit: Thunderbird
Spells: Acid Stream, Increase Attribute
Contacts: Damon Donoly (Magic Group Leader) (C5/L4), Mr. Me-Seeks (Fixer) (C8/L6), Samantha Caligry (Magic Club/Bar Owner/Bartender) (C5/L4), Talon "Alucard" Dovas (Talismonger) (C6/L7), Voice of the Flame (Mojo Ganger Boss) (C5/L4)
Gear:
. . Actioneer Business Clothes
. . Certified Credstick, Standard
. . Datachip x10
. . Identity: James Winslow w/ Fake SIN (2), (1 month) Low Lifestyle
. . Shopsoft (Foci)
. . Sim Module
. . Simrig
. . Sony Emperor
. . Spell Formula (Cleansing Heal)
. . Spell Formula (Control Actions)
. . Spell Formula (Increase Reflexes)
. . Spell Formula (Mind Probe)
. . Spell Formula (Physical Mask)
. . Spell Formula (Trid Phantasm)
. . Trodes

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« Last Edit: <05-22-20/2307:55> by markelphoenix »

markelphoenix

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« Reply #4 on: <05-22-20/2318:08> »
The other nice benefit with this Mentor, Reduced Edge cost on Air Summons and Influence Checks. Feels like a nice synergy.

Kreistor

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« Reply #5 on: <05-23-20/1017:50> »
Better. But there is one thing I would like you to consider. You have no offense except a spell, and spells cost you drain. Yes, your Inc Attrib helps with that, but you can always roll poorly.

When the enemies are just mooks, you will be making a decision to risk Drain. You don't want to be self-damaging when fighting mooks, and if you choose against risking Drain, you'll be skipping your turns in the most common combat situations. You'll have no Stun left for nickle-and-dimeing the heavily armored boss if you decide to throw magic at them anyway.

Grab Firearms so you can shoot a gun. Guns cause no drain and give you something to do.