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> Satyr Magician Build Check, Basically, Gearing Him Up...
Bleak
post Dec 23 2009, 07:39 PM
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Well, I managed to find a SR4 game afterall. My GM hasn't decided between BP or Karmagen yet, but I think he's leaning towards BP. Anyway, I've drawn up identical builds in the two and could use some advice for gear and a basic build check. I've read through a few threads here and the basic suggestions are a point of cyber/bioware and/or a Force 4 Power Focus. Is it possible for me to do both? What else should I have?


First of all, here's my build (in BP). I'm still working on background and thus haven't decided on a tradition. If I'm allowed to build a custom one (none of them really fit), I'll probably be going with an Intuition tradition as I imagine my character as, well, intuitive.


BP: 400

Metatype: Satyr (25 BP)

Qualities: Magician (15 BP), Mentor Spirit (5 BP), Restricted Gear (5 BP), Dayjob (+10 BP), In Debt (+10 BP)


Stats: BOD 4 (0 BP), AGI 3 (20 BP), REA 3 (20 BP), STR 3 (0 BP)
CHA 3 (20 BP), INT 5 (40 BP), LOG 3 (20 BP), WIL 5 (40 BP)
ESS 6, MAG 5 [40 BP], INI 8, EDG 3 (20 BP)

Skills: Spellcasting 5 (20 BP)
Summoning 5 (20 BP)
Counterspelling 4 (16 BP)
First Aid 2 (8 BP)
BP: 400

Metatype: Satyr (25 BP)

Qualities: Magician (15 BP), Mentor Spirit (5 BP), Restricted Gear (5 BP), Dayjob (+10 BP), In Debt (+10 BP)


Stats: BOD 4 (0 BP), AGI 3 (20 BP), REA 3 (20 BP), STR 3 (0 BP)
CHA 3 (20 BP), INT 5 (40 BP), LOG 3 (20 BP), WIL 5 (40 BP)
ESS 6, MAG 5 [40 BP], INI 8, EDG 3 (20 BP)

Skills: Spellcasting 5 (20 BP)
Summoning 5 (20 BP)
Gymnastics 1 (10 BP)
Counterspelling 4 (16 BP)
First Aid 2 (8 BP)
Etiquette 1 (4 BP)
Assensing 1 (4 BP)
Perception 1 (4 BP)

Spells: 10 Spells (30 BP)

Knowledges/Languages/Gear/Contacts: 39 BP remaining

If I were to do this with Karmagen, I would have 255 Karma remaining.

Any suggestions? Thanks in advance.
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Dr.Rockso
post Dec 23 2009, 08:08 PM
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First thing that comes to mind would be to drop Day Job for something else. A satyr working 10 hours a week at your local Stuffer Shack will make laying low after a run a bit difficult (IMG:style_emoticons/default/silly.gif) You're going to want some more skills: at least a few points in a firearms skill(pistols and smgs are good bets) and dodge, among others. For gear you should do a quick search here on dump shock for essential runner gear threads. Thats a great place to get started. Also, what spells are you going for? You might want to shave off a couple for some extra BP.
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Bleak
post Dec 24 2009, 12:05 AM
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I'll address your points one at a time.

I hadn't thought beyond the money when choosing Day Job, you're absolutely right. Also, as far as I understand it, Gymnastics can cover dodge since Satyrs [Satyr Legs] get +2 to it (the description explicitly says even to gymnastics dodge). I wanted a gun skill, just not sure where I can squeeze it in. With regards to spells, I was considering the basics: Stunbolt, Levitate, Heal, haven't decided between Mind Probe or Influence yet, Trid Phantasm, probably Lightning Bolt, Increased Reflexes, Alter Memories, Mob Mind, and then a defensive spell like Combat Sense or Deflection. I'll have a look at that thread for gear and update as necessary.
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Delarn
post Dec 24 2009, 12:46 AM
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If a mage take the : Genetic Heritage (10bp) Quality. it give a free gene modification. Like Hyper-Glucagon ?? (eat more sugar get more energy and can have a day job ! )
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Bleak
post Dec 24 2009, 04:29 AM
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I don't particularly see the point of Genetic Heritage, especially for a BP tight mage. The effects don't seem worthy of the investment.


Anyway, I noticed a couple errors in my original build, so here's an updated version. I've done most of the gear now, but still need to add in some additional items like armor, commlinks, and basic stuff, which I'll edit in later.

BP: 400

Metatype: Satyr (25 BP)

Qualities: Magician (15 BP), Mentor Spirit (5 BP), Restricted Gear (5 BP), Negative Qualities + 35 BP


Stats: BOD 4 (0 BP), AGI 3 (20 BP), REA 3 (20 BP), STR 3 (0 BP)
CHA 3 (20 BP), INT 5 (40 BP), LOG 3 (20 BP), WIL 5 (40 BP)
ESS 5, MAG 5 (4) [40 BP], INI 8, EDG 3 (20 BP)

Skills: Spellcasting 5 (20 BP)
Summoning 5 (20 BP)
Gymnastics 1 (4 BP)
Counterspelling 4 (16 BP)
First Aid 2 (8 BP)
Etiquette 1 (4 BP)
Assensing 1 (4 BP)
Perception 1 (4 BP)
Pistols 1 (4 BP)

Spells: Stunbolt, Levitate, Heal, haven't decided between Mind Probe or Influence yet, Trid Phantasm, probably Lightning Bolt, Increased Reflexes, Alter Memories, Mob Mind, and then a defensive spell like Combat Sense or Deflection.


Gear (42 BP): Trauma Dampener (Aug, p.70) – E .2 A 8R C 40k
Platelet Factory (4A, pg. 347) E .2 A 12 C 25k
Cybereyes Rating 3 (4A, pg 341) E .4 A 8 C 1000 Total C = 7750
Flare Compensation Ca 1 A 4 C 750
Low-light Ca 2 A 4 C 1000
Smartlink Ca 3 A 8R C 1000
Thermographic Ca 2 A 4 C 1000
Vis. Enhancement 2 Ca 2 A 6 C 3000
Force 4 Power Focus 100,000
Force 3 Sustaining Focus: Health 30,000
Fake SIN Rating 4: 4000
Fake License, Spellcasting Rating 6: 600
Medkit Rating 6: 600
3 Refills: 150
Ares Predator IV: 350
Concealable Holster: 75
Hidden Arm Slide: 350
30 EX-EX: 300
30 SnS: 240

So I have 9 BP remaining. Any comments/criticisms?
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Delarn
post Dec 24 2009, 07:57 PM
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QUOTE (Bleak @ Dec 24 2009, 05:29 AM) *
I don't particularly see the point of Genetic Heritage, especially for a BP tight mage. The effects don't seem worthy of the investment.


It procure you 1 genetic alteration for FREE. so you can take the Hyper-Glucagon, sleeps 3 hours a day and have a dayjob. (IMG:style_emoticons/default/wink.gif)
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Glyph
post Dec 25 2009, 12:29 AM
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Genetic heritage only makes sense when your resources are maxed out, and you still want more augmentations. Why should he pay 10 BP for a quality, when he can put 3 to 6 more points in resources and buy a genetic alteration? It does make sense if you plan to get a number of additional genetic alterations (since the cost for all of them goes down), but I don't think a mage will be going hog wild on them.
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Delarn
post Dec 25 2009, 06:17 AM
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Has I see it: you receive that alteration through heredity, so it means it's hard coded into your gene and it's a part of you. Thus making it FREE and not removing essence.
(from the book : Such an inheritance means the character can start play with one genetic modification (see p. 72) for free.)
So even if it's 10 point it give you a neat advantage, that it doesn't cost you essence. Hyper Glucagon cost 0.1 Essence and 20k ... (1 point of magic at the same time)
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