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"Six-Gun" a 6armed 6*submachinegun possession mage

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Thrass

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« on: (21:08:42/04-23-12) »
I've been throwing around this character Idea in my head for a couple of weeks now...

This is an Idea so far and I'm currently 30BP short
kicking out Elf and being plain Human would be possible

but I'm here to get ideas and criticism (positive hopefully)

Number Rundown:
agility will be 10 (4+6) plus a skill of 4 will be 14 dice to split for 6 weapons and then each seperate dice pool will get the following (situational) modifiers:
+2 specialization
[-2 offhand (ignored by adept centering)]
+4 Tacnet (which he runs centralized on his Commlink having 6 additional participants (each weapon contributes 8 sensor channels and therefore counts as a full valid participant)
+1 Tacnet specialization
+3 Tracer Ammo (yes with 6 submachine guns I think it's obvious someones shooting at you so we won't pass the chance on this +3 for full auto ;) )

which is a full 11 for each shot and 8 dice to add where we want them....

The rules on Tacnet optimization, dicepool splitting, multi-wielding, possessed attribute caps and the like are not to be discussed here but in their respective threads in the rules Section PLEASE!

the character will have about 30 karma before the game starts which will go into 2 initiations (group discounted) with channeling metamagic and adept centering and the submachine specialization
he will try to summon a lvl 6 guardian (or should I choose a different one?) spirit to occupy his body and then use his 6 fully recoil compensated submachine guns to wreak havoc
if not in direct combat action he will use physical mask extensively to hide his unhumanly figure (I hope physikal mask can hide away 4 extra arms)

Where I'ld like to get input:
summoning and binding at 5 or one at 6 and one at 4?
Mentor spirit.... is bear even applicable to voodoo (as in does anyone know voodoo to that degree that he could find a fitting Loah that one could use with the Bear mechanics?)
are there more appliccable spirits for the character? (Sun for +2 to guardian spirits? (do the +2 help with drain?))
is it ok to leave out most of the physical skills and rely on task spirits when in need of them?
which type of spirit should I specialize if at all?
is commanding voice a valid choice to put the .25 magic points into or is there something else which could fit the character for 0.25 points? (vision enhancement should be left to contacts imho)
I want to play it safe with attribute caps and thus put all physical attributes 6 points below their respective maximum otherwise agility would go up for dice strength would go up to 4 so we could have a 2nd point of strength recoil compensated eliminating the needs for the heavy barrel and pumping up reaction for defense
what about logic/intuition should I go 3/3 or 4/2,2/4 and why?
could I go with one point less magic and stay elf?
what about skills in general (I'ld love to have BP to buy the influence group btw.)
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Thrass

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« Reply #1 on: (21:09:10/04-23-12) »
edit 1:
 - changed attributes to int4 logic 2
 - lowered perception to 1, bought arcana 1
 - bought Tracer ammo instead of APDS


[spoiler]== Info ==
Street Name:
Name: Unnamed Character
Movement: 10/25, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Elf Male Age 27
Height 1,87 Weight 84kg
Composure: 12
Judge Intentions: 11
Lift/Carry: 6 (45 kg/30 kg)
Memory: 7
Nuyen: 0

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

== Derived Attributes ==
Essence:                   6
Initiative:                7
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         8
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         11

== Active Skills ==
Animal Handling            : 0                      Pool: 3
Animal Training            : 0                      Pool: 3
Arcana                     : 1                      Pool: 3
Archery                    : 0                      Pool: 3
Armorer                    : 0                      Pool: 1
Artisan                    : 0                      Pool: 3
Automatics                 : 4                      Pool: 8
Binding                    : 5                      Pool: 10
Blades                     : 0                      Pool: 3
Climbing                   : 0                      Pool: 2
Clubs                      : 0                      Pool: 3
Computer                   : 0                      Pool: 1
Con                        : 0                      Pool: 6
Counterspelling            : 4                      Pool: 9
Cybercombat                : 0                      Pool: 1
Data Search                : 0                      Pool: 1
Demolitions                : 0                      Pool: 1
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 2
Dodge                      : 0                      Pool: 2
Escape Artist              : 0                      Pool: 3
Etiquette                  : 0                      Pool: 6
First Aid                  : 0                      Pool: 1
Flight                     : 0                      Pool: 2
Forgery                    : 0                      Pool: 3
Gunnery                    : 0                      Pool: 3
Gymnastics                 : 0                      Pool: 3
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 3
Infiltration               : 0                      Pool: 3
Instruction                : 0                      Pool: 6
Intimidation               : 0                      Pool: 6
Leadership                 : 1                      Pool: 8
Locksmith                  : 0                      Pool: 3
Longarms                   : 0                      Pool: 3
Navigation                 : 0                      Pool: 3
Negotiation                : 0                      Pool: 6
Palming                    : 0                      Pool: 3
Parachuting                : 0                      Pool: 2
Perception                 : 1                      Pool: 5
Pilot Ground Craft         : 0                      Pool: 2
Pilot Watercraft           : 0                      Pool: 2
Pistols                    : 0                      Pool: 3
Riding                     : 0                      Pool: 2
Running                    : 0                      Pool: 2
Shadowing                  : 0                      Pool: 3
Spellcasting               : 4                      Pool: 9
Summoning                  : 5                      Pool: 10
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 2
Throwing Weapons           : 0                      Pool: 3
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 0                      Pool: 3

== Knowledge Skills ==
Firearms                   : 6                      Pool: 8
Magical Theory             : 4                      Pool: 6
Magical Threats            : 4                      Pool: 6
Religion                   : 4                      Pool: 6

== Contacts ==
Fixer (4, 3)
Voodooist Group (Magical retainer/Initiation Group) (4, 4)

== Qualities ==
Addiction (Moderate) (Dakka)
Berserker
Changeling (Class III SURGE)
Distinctive Style
In Debt (5,000)
Low-Light Vision
Mentor Spirit (Bear)
Mystic Adept
Poor Self Control (Combat Monster)
Restricted Gear (Rating 1)
Sensitive System
Shiva Arms
Shiva Arms

== Spells ==
(Tradition: Voodoo, Resist Drain with WIL + CHA (12))
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F2)+2
Physical Mask              DV: (F2)+1
Stunball                   DV: (F2)+1

== Powers ==
Astral Perception
Commanding Voice

== Lifestyles ==
Low  1 months

== Armor ==
Urban Explorer Jumpsuit   6/6

== Weapons ==
FN P93 Praetor w/ Electronic Firing ("0RC sub")
   +Device Mount
   +Gas-Vent 3 System
   +Stock
   +Underbarrel Weight
   +Electronic Firing
   +Flashlight, Standard
   +Heavy Barrel
   +Skinlink
   +Sling
   DV: 5P   AP: -   RC: 8
FN P93 Praetor w/ Electronic Firing ("0RC sub")
   +Device Mount
   +Gas-Vent 3 System
   +Stock
   +Underbarrel Weight
   +Electronic Firing
   +Flashlight, Standard
   +Heavy Barrel
   +Skinlink
   +Sling
   DV: 5P   AP: -   RC: 8
FN P93 Praetor w/ Electronic Firing ("0RC sub")
   +Device Mount
   +Gas-Vent 3 System
   +Stock
   +Underbarrel Weight
   +Electronic Firing
   +Flashlight, Standard
   +Heavy Barrel
   +Skinlink
   +Sling
   DV: 5P   AP: -   RC: 8
FN P93 Praetor w/ Electronic Firing ("0RC sub")
   +Device Mount
   +Gas-Vent 3 System
   +Stock
   +Underbarrel Weight
   +Electronic Firing
   +Flashlight, Standard
   +Heavy Barrel
   +Skinlink
   +Sling
   DV: 5P   AP: -   RC: 8
FN P93 Praetor w/ Electronic Firing ("0RC sub")
   +Device Mount
   +Gas-Vent 3 System
   +Stock
   +Underbarrel Weight
   +Electronic Firing
   +Flashlight, Standard
   +Heavy Barrel
   +Skinlink
   +Sling
   DV: 5P   AP: -   RC: 8
FN P93 Praetor w/ Electronic Firing ("0RC sub")
   +Device Mount
   +Gas-Vent 3 System
   +Stock
   +Underbarrel Weight
   +Electronic Firing
   +Flashlight, Standard
   +Heavy Barrel
   +Skinlink
   +Sling
   DV: 5P   AP: -   RC: 8
Unarmed Attack
   DV: 2S   AP: -   RC: 0

== Commlink ==
Hermes Ikon (4, 4, 3, 3)
   +Optimization (Tacnet)
   +Novatech Navi

== Gear ==
Ammo: Tracer (Submachine Guns) x300
Camera Rating 6 x6
   +Atmosphere Sensor Rating 1
   +Motion Sensor
   +Radio Signal Scanner Rating 1
   +Thermometric
   +MAD Scanner Rating 1
   +Directional Microphone
Fake License (Submachine Guns with Mods) Rating 4
Fake SIN (Bodyguard) Rating 4
Tacsoft Rating 4[/spoiler]
« Last Edit: (06:56:13/04-24-12) by Thrass »
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CitizenJoe

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« Reply #2 on: (21:29:14/04-23-12) »

rasmusnicolaj

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« Reply #3 on: (01:27:51/04-24-12) »
I've been throwing around this character Idea in my head for a couple of weeks now...

This is an Idea so far and I'm currently 30BP short
kicking out Elf and being plain Human would be possible

but I'm here to get ideas and criticism (positive hopefully)

Number Rundown:
agility will be 10 (4+6) plus a skill of 4 will be 14 dice to split for 6 weapons and then each seperate dice pool will get the following (situational) modifiers:
+2 specialization
[-2 offhand (ignored by adept centering)]
+4 Tacnet (which he runs centralized on his Commlink having 6 additional participants (each weapon contributes 8 sensor channels and therefore counts as a full valid participant)
+1 Tacnet specialization
+3 Tracer Ammo (yes with 6 submachine guns I think it's obvious someones shooting at you so we won't pass the chance on this +3 for full auto ;) )

which is a full 11 for each shot and 8 dice to add where we want them....

The rules on Tacnet optimization, dicepool splitting, multi-wielding, possessed attribute caps and the like are not to be discussed here but in their respective threads in the rules Section PLEASE!

the character will have about 30 karma before the game starts which will go into 2 initiations (group discounted) with channeling metamagic and adept centering and the submachine specialization
he will try to summon a lvl 6 guardian (or should I choose a different one?) spirit to occupy his body and then use his 6 fully recoil compensated submachine guns to wreak havoc
if not in direct combat action he will use physical mask extensively to hide his unhumanly figure (I hope physikal mask can hide away 4 extra arms)

Where I'ld like to get input:
summoning and binding at 5 or one at 6 and one at 4?
Mentor spirit.... is bear even applicable to voodoo (as in does anyone know voodoo to that degree that he could find a fitting Loah that one could use with the Bear mechanics?)
are there more appliccable spirits for the character? (Sun for +2 to guardian spirits? (do the +2 help with drain?))
is it ok to leave out most of the physical skills and rely on task spirits when in need of them?
which type of spirit should I specialize if at all?
is commanding voice a valid choice to put the .25 magic points into or is there something else which could fit the character for 0.25 points? (vision enhancement should be left to contacts imho)
I want to play it safe with attribute caps and thus put all physical attributes 6 points below their respective maximum otherwise agility would go up for dice strength would go up to 4 so we could have a 2nd point of strength recoil compensated eliminating the needs for the heavy barrel and pumping up reaction for defense
what about logic/intuition should I go 3/3 or 4/2,2/4 and why?
could I go with one point less magic and stay elf?
what about skills in general (I'ld love to have BP to buy the influence group btw.)

Wow, that is some idea  ;D

Binding is Harder than Summoning. So i would say get the high value in Binding. Maybe even drop Summoning to 1, but as a possession tradition that is maybe not viable.
Personally I don't think Bear and Voodoo. The +2 from Sun doesn't help you with drain.
For Voodoo something like Dark Goddess, Adversary, Dark King,
For optimization and getting your points to last you probably don't have a choice about leaving your physcial skills to task spirits. That I guess is part of the concept you are building, so why not?
Intuition 4/ Logic 2 for better initiative.
By the rules you need Arcana to be able to initiate (it's in Street Magic).

Have you got Restricted Gear just to start with APDS? That isn't worth it. Get Ex-ex and buy APDS from your Fixer after the first run.

Rasmus
« Last Edit: (01:30:23/04-24-12) by rasmusnicolaj »
Deplore killings made in the name of religion. Can't it just be for fun?

JustADude

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« Reply #4 on: (01:42:12/04-24-12) »
My roomie and I figured out that the Horned Man is actually more appropriate for Baron Samedi than someone like the Dark King. Just something to think on, there.
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Liam oConnor

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« Reply #5 on: (02:57:54/04-24-12) »
[...]
By the rules you need Arcana to be able to initiate (it's in Street Magic).
[...]

Rasmus
Could you quote that? I couldn't  find anything stating this. The only thing I found was
Quote
Street-Magic p. 24: Initiates may also use Arcana to decipher the symbolism and meaning of visions induced by the Divining metamagic

Liam

rasmusnicolaj

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« Reply #6 on: (03:06:09/04-24-12) »
Quote
The magical group must then perform a ritual that bonds the applicant with the group. During the ritual the applicant must make an Arcana + Logic Success Test to bond with the group.
From Street Magic p. 69.

So you only need Arcana if you want to join a group and get the discount, so I wasn't 100 % correct (The build above state that he is part of a group though).

You also need arcana for divining and making a thesis ordeal and to research metamagic.

Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?

rasmusnicolaj

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« Reply #7 on: (03:08:20/04-24-12) »
Also save 4 BP by lowering Perception to 1 (cheaper to get 2 with karma)

Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?

Thrass

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« Reply #8 on: (06:52:26/04-24-12) »
Restricted gear is for Tacnet 4
I just picked ADPS because I didn't really think about what to go with and ADPS came across my mind
I didn't notice it was off limits for chargen need to exchange it thanks for the reminder

thanks for the perception tip

I thought I could get started with a bonded group that'ld mean I wouldn't ever roll unless I need to switch groups but maybe I should put a point in arcana for the fact that he did use it pre char start

I could use the +2 to illusion from horned man but I don't know about the guidance spirits (in the end I never summoned spirits ingame this is my first take on a summoning mage so I hardly know stuff about them)

dark goddess... I hardly want to use combat spells
dark king would be a choice but I think I'll be the primary target for everyone (should we gang the mage that also happens to be the one that shoots 6times each round? or someone else)
adversary... I don't even have a manipulation spell

I'ld love to have some face skills in the character and then get seductress (Erzulie),
but I think for the concept bear fits best (especially the rage part) but can't fit it into the voodoo way
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UmaroVI

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« Reply #9 on: (17:23:26/04-24-12) »
Voodoo bear is probably Ezili Dantor. She's the Petro lwa of mothers (especially single mothers), maternal protection, and vengeance. And lesbians.

CitizenJoe

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« Reply #10 on: (23:17:12/04-24-12) »
Could I suggest Spider as your totem instead of vodoun.  I believe that is a bonus to illusion spells.  It also seems to stay in keeping with the 6 arms (and 2 legs) concept.

Thrass

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« Reply #11 on: (06:57:06/04-25-12) »
Thank you Umaro
and also thanks for the spider suggestion which is theme wise hard to get into voodoo and therefore I will try to figure out how to make the character story based on Ezili Danto
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CitizenJoe

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« Reply #12 on: (08:58:42/04-28-12) »
I seem to recall that spider was revered in African folklore, which is half of the basis for vodoun.  Unless it was specifically excluded for some reason, some portion of that tradition should appear in vodoun.

CitizenJoe

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« Reply #13 on: (09:56:09/04-28-12) »
Ya, Ananzi (and many other spellings including Aunt Nancy) is a trickster, similar to coyote and raven in Native American folklore.  Tends to trick people into letting him steal from them, but usually ends up being foiled by his own cleverness.

Thrass

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« Reply #14 on: (17:11:37/04-29-12) »
shows how little I know about voodoo / voudoun :/
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