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#1
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Hey, all. Starting in my first 5e game soon and wanted to have folks take a look at the mechanics of the character I've put together. He's a Cat Shaman who minors as a Face. Any suggestions on ways to improve on the basic theme or, more importantly, are there any big mistakes I made?
Priorities: Skills C Stats B Magic A Race D Resources E Race: Elf Type: Magician Race Bonus: Low-Light Vision Player Name: Celondon Character Name: Jerry Driver Street Name/s: Lynx Size, weight, phsical details: Karma (total earned) : 0 Account 1: 125 Karma (unspent) : 0 Account 2: Street Cred : 0 Account 3: Notoriety : 0 Public Awareness : 0 Attributes Rating Modified Rating Body (1/6) 3 3 Agility (2/7) 3 3 Reaction (1/6) 3 3 Strength (1/6) 1 1 Willpower (1/6) 5 5 Logic (1/6) 4 4 Intuition (1/6) 4 4 Charisma (3/8) 8 8 Special Attributes Rating Modified Rating Edge 2 - Initiative 7 7 Initiative Dice 1d6 Resonance Magic 6 6 Inititation Grade 0 - Essence 6.000 - Attribute-Only Tests Composure: 13 Judge Intentions: 12 Memory: 9 Lifting/Carrying: 4 Base carrying cap: 15kg Physical Monitor Boxes: 10 Stun Monitor Boxes: 11 Limits Limit modified Limit Physical 3 3 Mental 6 6 Social 9 9 Positive Qualities Rating Focused Concentration 3 Mentor: Cat Spirit Affinity: Beast Negative Qualities Low Pain Tolerance Incompetant: Firearms Distinctive Style Prejudiced (common/biased -- Trolls) Group Skills Rating Modified Rating Influence 2 -- Etiquette 2 -- Leadership 2 -- Negotiation 2 Skills Rating Alchemy 1 (Karma) Arcana 3 Assensing 4 Astral Combat 1 (Karma) Binding 5 (Magic A) Con 6 Perception 2 (Karma) Sneaking 3 (5 -- Totem) Summoning 5 (Magic A) Gymnastics 1 (Karma) Counterspelling 6 Spellcasting 6 Knowledge Skills English N Current Fashion 3 Magical Communities 3 Magical Security 3 Nightclubs 3 Sperethiel 3 Spirit Theory 1 Spells Agony Chaotic World Increase Reflexes Physical Mask Trid Phantasm Stunbolt Mindlink Heal Improved Invisibility Chaotic World (Alchemy) Contacts Name Type Rating Loyalty Talismonger 3 3 Police Detective 3 3 Fixer 3 3 Mob Lieutenant 3 3 Security Hacker 3 3 Equipment Rating Additional Info Armored Jacket (Armor Rating 12) Renraku Sensei Commlink Stylish Eyeglasses 4 Double Cost for Style Points - Aug: Image Link, Flare, Thermo, Enhance 1 Availability 8 Earbuds - Aug: Spatial Recognition, Enhancement 1 Gas Mask Gloves, AR Platinum Credstick Fake License: Magic Use 4 Fake Sin 4 Magical Lodge Materials 5 Reagents: 50 Drams Karma Use: 10 Resources 6 Contacts 10 Edge > 2 10 Skills 13 Positive Qualities -24 Negative Qualities EDIT: Modified version based on feedback so far. Changed Magic C to Magic A, Changed Skills A to Skills C, changed some Qualities, Dropped one off INT and added it to AGI. |
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#2
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Skillwire Savant ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,154 Joined: 5-April 13 From: Aurora Warrens, UCAS Sector of the FRFZ Member No.: 88,139 ![]() |
- I think you're 2 points shy on contacts.
- What did you spend your karma on? Looks like 5 points on a spell, not sure about the other 21. You had to have dumped some in your gear. Did you go all 10? - You appear to be missing knowledge skills. Edit: I like the idea of a debuffing Cat shaman, but I think your 3 Magic is really going to make it difficult to be highly effective as resistance tests are compared to the post-limit hits. |
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#3
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
- I think you're 2 points shy on contacts. - What did you spend your karma on? Looks like 5 points on a spell, not sure about the other 21. You had to have dumped some in your gear. Did you go all 10? - You appear to be missing knowledge skills. Karma: 1 spell 3 Spirit Services 10 Resources 6 Contacts 2 Skills Knowledge Skills English N Current Fashion 3 Magical Communities 3 Magical Security 3 Nightclubs 3 Sperethiel 3 Spirit Theory 3 |
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#4
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Skillwire Savant ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,154 Joined: 5-April 13 From: Aurora Warrens, UCAS Sector of the FRFZ Member No.: 88,139 ![]() |
I count 46 skills/10 skill group, which is what you would have from your Skills A priority.
You should have 26 Karma to spend based on your Qualities, but only show 22 in your spent karma (including the 2 on skills I can't find). Sorry, screwed up my maths on the contacts. |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
I count 46 skills/10 skill group, which is what you would have from your Skills A priority. You should have 26 Karma to spend based on your Qualities, but only show 22 in your spent karma (including the 2 on skills I can't find). Sorry, screwed up my maths on the contacts. You're right. I have 1 skill point unassigned (how the heck did I manage that?) Tossing that into Summoning (for Summoning 6) then spend 2 Karma to get Gymnastics 1. So, after correcting that, My karma looks like the following: Base: 25 Positive Qualities: -24 Negative Qualities: +25 Spells: -5 Bound Spirit Services: -3 Resources: -10 Contacts: -6 Skills: -2 = 25-24+25-5-3-10-6-2 = 0 Karma left. |
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#6
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Skillwire Savant ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,154 Joined: 5-April 13 From: Aurora Warrens, UCAS Sector of the FRFZ Member No.: 88,139 ![]() |
When I counted, all 46 skill points were accounted for (make sure to include the point for the Astral Combat Specialization). If you bumped up Summoning by 1 without spending karma for it, you probably over by 1 now.
Edit: Actually, Gymnastics 1 is already listed above. I think what you're saying (or at least what I would suggest), is to move the 1 point from Gymnastics to Summoning and then pick up Gymnastics 1 with the 2 spare karma points in the karma spending step. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
When I counted, all 46 skill points were accounted for (make sure to include the point for the Astral Combat Specialization). If you bumped up Summoning by 1 without spending karma for it, you probably over by 1 now. Edit: Actually, Gymnastics 1 is already listed above. I think what you're saying (or at least what I would suggest), is to move the 1 point from Gymnastics to Summoning and then pick up Gymnastics 1 with the 2 spare karma points in the karma spending step. Right. That's exactly what I did. |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 ![]() |
Your cat mentor gives you +2 to illusion spells, rituals, and alchemical preparations, not only spellcasting.
You have rating 6 in Ritual Spellcasting, but know no rituals. You have rating 3 in Alchemy but only know one alchemical spell. You may have up to 6 spells, 6 rituals, 6 alchemical preparations, Page 69. You are in a team of combat monsters, but have no healing magic of any sort. Agility and Edge are very low. You're going to be weak in combat, while at the same time being very slow and have almost no extra dice when things go badly for you. Instead of spending 3 Karma on bound spirit tasks, which you can easily get during the game, consider spending it on a rating 3 power focus. That will give you 3 more dice to just about every magical thing you try to do. |
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#9
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Skillwire Savant ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,154 Joined: 5-April 13 From: Aurora Warrens, UCAS Sector of the FRFZ Member No.: 88,139 ![]() |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 ![]() |
That would take 18 karma, no? I thought it was 1 karma times the rating for foci bonded at chargen, not the full cost shown in the book. It would take money though, and I realize now that the character doesn't have any. The thing about mage faces, which should be a great character concept, is that they need lots of skills (five skill groups). Maybe forego alchemy and arcana, and even ritual magic. You need to pay 5 karma for every alchemical version of a spell you know, and 5 karma for every ritual. I think this is a concept that to be good at both sides, you need to sacrifice a lot. |
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#11
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Skillwire Savant ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,154 Joined: 5-April 13 From: Aurora Warrens, UCAS Sector of the FRFZ Member No.: 88,139 ![]() |
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#12
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Based on Feedback, I'm going to restructure the character to have Magic A and Skills C. I'll update the thread later with the new layout.
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#13
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
You may have up to 6 spells, 6 rituals, 6 alchemical preparations, Page 69. You brought up a lot of good points, but I have to clarify on this: That's MAX, not to start. To start, with Priority C, you have 5 Spells, Rituals OR Alchemical Formulae, not 5 each. |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Updated first post with new version of the character build.
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#15
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Moving Target ![]() ![]() Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 ![]() |
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#16
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 ![]() |
I'd be a bit concerned with a 1 Strength and no Running. You can essentially never run; you can't default to it. If you ever need to get away, you're going to be in a bit of trouble. I'd honestly try to get that to at least a 2 and grab a point of Running. 3 dice is better than zero, and in a group of combat folks you might want to be able to escape.
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#17
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,039 Joined: 23-March 05 From: The heart of Rywfol Emwolb Industries Member No.: 7,216 ![]() |
He is a Face, running makes you sweaty and while when a lady sweats it's sexy, on a guy it stinks and hence less social bonuses. (IMG:style_emoticons/default/nyahnyah.gif)
[Teasing mode off] But yeah, may need to think a little more atheletically. That or at least invest in smoke grenades or something to cover you while you skip away from the field. Yes Skip. If you can't run, skip. Whistle a merry tune while you do it. That should confuse them for a few seconds before they open up on you and hopefully you will be close to cover by then. |
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#18
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Moving Target ![]() ![]() Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 ![]() |
I'd be a bit concerned with a 1 Strength and no Running. You can essentially never run; you can't default to it. If you ever need to get away, you're going to be in a bit of trouble. I'd honestly try to get that to at least a 2 and grab a point of Running. 3 dice is better than zero, and in a group of combat folks you might want to be able to escape. I thought that the minimum number of sprint tests per Combat Turn was 1. Also, each hit gives elves 2 extra meters per Combat Turn, so having 3 dice or 1 die is not such a big difference. If it turns out that there is no defaulting on running, that would be pretty strange. This character build is a great example as to how terrible the lack of skill groups at chargen is. Stunball: This spell in 5th edition is almost an absolute waste. You will roll Spellcasting + Magic [Force] against Willpower. You've got 12 dice, for an average of 4 hits minus whatever they get on their roll, which I would expect to be about 1 hit, for an expected final damage of 2-5 boxes of stun damage. You'll almost always shrug off the drain (F - 3) with your massive drain pool (13 dice!) Consider an indirect combat spell. If you pick Lightning Bolt or Ball Lightning, if you damage your opponent, they get -1 to all actions and defense tests (but not damage resistance) for 1 Combat Turn and they get an immediate -5 to initiative score. Multiple hits are non-cumulative, but extend the affected period by 1 Combat Turn. What you risk is not hitting at all, especially opponents with Reaction + Initiative > 12. But if you do hit, you'll be hitting them with Force + net hits minus their hits on Body + Armor minus Force. So pray to hit with your 12 dice. Trolls in full body armor, full helmets and insulated armor ruin your day, as do ninjas with 20 dice to dodge. A cool thing is that you'll be taking away their dice with your other spells. Maybe have one combat spell for normal opponenets, and one direct one for those special cases. You can get it after chargen. Focused Concentration: It's expensive, but at least one point is almost essential. Were you thinking of sustaining Force 3 agony for -2 to all of their tests? Remember that they get to resist that with Willpower and the drain is so low that you can get away with Force 5 or 6, making it harder to counterspell or dispel, at no real drain cost to you. And you might get a lucky roll, nailing them for 6 blocks of illusionary damage, making their modifiers +4 even if they have no damage. Chaotic World and Chaotic World (Alchemical): Why don't you pick two different spells so they can stack? Get the one with the higher drain code as the alchemical version so you can make a couple and then sleep off any drain you get before you physically go on the run. Then activate the alchemical version at the same time as another debuffing spell such as Swarm, which will lower the initiative scores of your opponents. Thrown weapons?: How will you get your alchemical Chaotic World lynchpin in the middle of your opponents so it can be the center of the spell's area of effect? You can throw it like a grenade or use a spell like Magic Fingers or Levitate, but that would be much slower. You can also get one of your combat monster buddies to chuck it like she would a grenade. Sustaining foci: You'll need these because of the spells you've chosen. Otherwise, you'll be taking too many -2 dice pool modifiers. I recommend getting them after chargen. |
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#19
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
I thought that the minimum number of sprint tests per Combat Turn was 1. Also, each hit gives elves 2 extra meters per Combat Turn, so having 3 dice or 1 die is not such a big difference. If it turns out that there is no defaulting on running, that would be pretty strange. This character build is a great example as to how terrible the lack of skill groups at chargen is. Stunball: This spell in 5th edition is almost an absolute waste. You will roll Spellcasting + Magic [Force] against Willpower. You've got 12 dice, for an average of 4 hits minus whatever they get on their roll, which I would expect to be about 1 hit, for an expected final damage of 2-5 boxes of stun damage. You'll almost always shrug off the drain (F - 3) with your massive drain pool (13 dice!) Consider an indirect combat spell. If you pick Lightning Bolt or Ball Lightning, if you damage your opponent, they get -1 to all actions and defense tests (but not damage resistance) for 1 Combat Turn and they get an immediate -5 to initiative score. Multiple hits are non-cumulative, but extend the affected period by 1 Combat Turn. What you risk is not hitting at all, especially opponents with Reaction + Initiative > 12. But if you do hit, you'll be hitting them with Force + net hits minus their hits on Body + Armor minus Force. So pray to hit with your 12 dice. Trolls in full body armor, full helmets and insulated armor ruin your day, as do ninjas with 20 dice to dodge. A cool thing is that you'll be taking away their dice with your other spells. I thought about Lightning Bolt, but Stunbolt just seemed a better "fit" in terms of personality. QUOTE Maybe have one combat spell for normal opponenets, and one direct one for those special cases. You can get it after chargen. I'll probably pick up an Indirect spell with Karma...Drones are immune to Stunbolt. (IMG:style_emoticons/default/smile.gif) QUOTE Focused Concentration: It's expensive, but at least one point is almost essential. Were you thinking of sustaining Force 3 agony for -2 to all of their tests? Remember that they get to resist that with Willpower and the drain is so low that you can get away with Force 5 or 6, making it harder to counterspell or dispel, at no real drain cost to you. And you might get a lucky roll, nailing them for 6 blocks of illusionary damage, making their modifiers +4 even if they have no damage. In the test run I did yesterday, Focused Concentration proved to be nearly useless to me. I'll likely drop it and use the karma to get a sustaining focus. QUOTE Chaotic World and Chaotic World (Alchemical): Why don't you pick two different spells so they can stack? Get the one with the higher drain code as the alchemical version so you can make a couple and then sleep off any drain you get before you physically go on the run. Then activate the alchemical version at the same time as another debuffing spell such as Swarm, which will lower the initiative scores of your opponents. I was under the impression that you could only learn Alchemy versions of Spells you could cast. If that isn't the case, replacing it with Confusion or Swarm is not a bad idea. QUOTE Thrown weapons?: How will you get your alchemical Chaotic World lynchpin in the middle of your opponents so it can be the center of the spell's area of effect? You can throw it like a grenade or use a spell like Magic Fingers or Levitate, but that would be much slower. You can also get one of your combat monster buddies to chuck it like she would a grenade. The plan is to use "Superballs" combined with "Command" based triggers. Hand one of those to a team mate and let them toss it out there for me, then say the command word when it is in the correct spot. QUOTE Sustaining foci: You'll need these because of the spells you've chosen. Otherwise, you'll be taking too many -2 dice pool modifiers. I recommend getting them after chargen. As I mentioned above, I'll probably pick one up to replace Focused Concentration. But, yes, 1 or 2 more would be useful...(and send me spiraling off into Focus Addiction, which ought to be fun.) |
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#20
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Skillwire Savant ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,154 Joined: 5-April 13 From: Aurora Warrens, UCAS Sector of the FRFZ Member No.: 88,139 ![]() |
Combat Spell Choice: I really think you should always go with at least one direct and one indirect spell. Considering the party you're in, the direct spell could be very useful for picking off already wounded enemies (you can even go stunbolt if your GM is using the normal Grunt rules as Stun=Physical). Given that you're a Cat Shaman, Stunbolt may be more appropriate due to the behavioral restrictions. But you should always have an environmental indirect spell in your back pocket for drones and barriers and such.
Preparations: No, you don't have to already know a spell in order to learn it as a preparation. The text that I think you're basing that off of is just pointing out that spells and preparations are different and you have to learn them separately. Focused Concentration: Unless you're going mostly all in on FC, I don't really see the point. Since it only allows you to freely sustain a spell of [Force] up to the level of FC, I have a difficult time thinking of what spells might be useful with FC (1) unless you use a limit breaker before casting. |
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#21
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Moving Target ![]() ![]() Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 ![]() |
You didn't find it helpful to have a spell sustained without the -2 dice to everything, or was rating 3 not enough. What you can do is cast a low Force spell with reagents so you can get your full amount of hits. Improved Reflexes is amazingly helpful.
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#22
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
You didn't find it helpful to have a spell sustained without the -2 dice to everything, or was rating 3 not enough. What you can do is cast a low Force spell with reagents so you can get your full amount of hits. Improved Reflexes is amazingly helpful. And fairly easily gotten rid of at Force 1. (IMG:style_emoticons/default/smile.gif) |
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#23
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
And fairly easily gotten rid of at Force 1. (IMG:style_emoticons/default/smile.gif) Not much more difficult than a 4 force one in 5e. Its just a 3 dice difference on the opposed test, I don't think it will be all that common that you will bump into mages who decide to dispel instead of attack in the first place and then the ones that are stopped by that 3 dice difference but could nail your force 1 focus makes it even rarer. In 5e you would be foolish to take a sustaining focus past force 1, get 3 sustaining focuses all at force 1 It will take over 100 dispels/wards etc before the costs in reagents equal the cost difference from a force 1 to force 4 focus and you save karma on the side. There is not risk/reward with the reagent method it is pure win. |
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#24
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
You didn't find it helpful to have a spell sustained without the -2 dice to everything, or was rating 3 not enough. What you can do is cast a low Force spell with reagents so you can get your full amount of hits. Improved Reflexes is amazingly helpful. FC 2 was too low to be useful. In order for it to have worked, I would have needed FC 4. I just couldn't see a use for a Force 2 spell. The Reagents tip is...useful. I'll have to remember that. |
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#25
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Moving Target ![]() ![]() Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 ![]() |
FC 2 was too low to be useful. In order for it to have worked, I would have needed FC 4. I just couldn't see a use for a Force 2 spell. The Reagents tip is...useful. I'll have to remember that. Check all the spells where hits determine the effect. Which spell did you need in Force 4? |
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