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> New character: Aodhou, Requesting opinions
bibliophile20
post Aug 29 2007, 07:20 PM
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This is my friend Peter's new character; he's going to be joining my campaign starting next week; I have his permission to be posting this on here.

Aodhou

Dwarf (25 BP)
Mystic Adept (Chaos Mage/Warrior's Way)

Stats (250 BP)
B 3
A 3
R 3
S 5
C 2
I 4
L 5
W 6
EDG 3
M 5
ESS 6
Init 7
IP 1

Qualities (+20 BP)
Mystic Adept (10 BP)
Mentor Spirit: Phoenix (5 BP)
Mania: Uncommon/Moderate: Kleptomania: Gold (+10 BP)
Mania: Common/Mild: Pyromania (+10 BP)
Talisman Geas: Gold Medallion (+10 BP)
Addiction: Mild: Alcohol (+5 BP)

Skills: (112 BP)
Unarmed Combat 3
Sorcery (Group) 4
Summoning 4 (Spec: Fire Spirits)
Demolitions 2
Perception 3
Enchanting 2
Palming 3 (Spec: Slight-of-Hand)

Knowledge Skills:(27 free BP)
Metallurgy 3
Magical Theory 3
Talismongering 2
Chemical Engineering 3
Legendary Martial Artists 1
History: Incan Empire 2
Dragons 2
Structural Engineering 2
Cooking 2
Local Hangouts 2
Tai Chi 3

English: N
Sperethiel: 2

Contacts (7 BP (house rule: Charisma*2 free BP)):
Talismonger L2 C3
Fence L2 C4

Spells: (24 BP)
Flamethrower
Fireball
Stunbolt
Heal
Fire Wall
Fire Aura
Magic Fingers
Clairvoyance

Adept Powers:
Elemental Strike [Fire]
Critical Strike 4
Killing Hands

Gear: (2 BP)
Armor vest w/rating 6 fire resistance 1200
Sony Emperor w/Renraku Ichi 1300
Trodes 50
Fake SIN rating 3 3000
Fake SIN rating 3 3000
Goggles w/image link, flare comp 125
assorted clothing 1325

Total: 400 BP

Rough background:
Lost his SIN, his workshop and, most importantly, his gold in the Crash, where they were bought up by Wuxing, Aodhou wants the latter back, and some revenge on the mega in the bargain.
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odinson
post Aug 29 2007, 07:32 PM
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How about a pronounceable name? I like the skills but I'd probably go to four with unarmed or take a spec in MA for the +2 dice when attacking as he seems like he's going to be going into melee a lot. A ranged weapon skill might be nice but that can always be acquired later as he does have some spells to cover his ranged combat. Sperethiel is a strange language for a dwarf. There are so many other languages that are so much more common. An ork would give you slightly higher stats even with the added bp of ork, but I never see enough dwaves so I like it. Also, Rating 4 SIN's would probably be a safer way to go. I guess that really depends on how often the GM checks them though.
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mfb
post Aug 29 2007, 07:33 PM
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heh, yeah, my first thought was "neat name", quickly followed by "gesundheit".
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bibliophile20
post Aug 29 2007, 07:44 PM
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@mfb: funnily enough, that was pretty much my reaction too... ^_^ The name comes from a combination of Aodh and Hou, both of which mean "fire," in Irish and Chinese respectively.

@odinson: I'll pass on the recommendations for the skills, but as for Sperethiel, he said, and I quote, "I want to be able to curse and swear at elves in their own language".
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odinson
post Aug 29 2007, 08:02 PM
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QUOTE (bibliophile20)
@mfb: funnily enough, that was pretty much my reaction too... ^_^ The name comes from a combination of Aodh and Hou, both of which mean "fire," in Irish and Chinese respectively.

@odinson: I'll pass on the recommendations for the skills, but as for Sperethiel, he said, and I quote, "I want to be able to curse and swear at elves in their own language".

lol. Thats a great reason then.
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Kyoto Kid
post Aug 29 2007, 08:23 PM
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... 'bout time someone posts a dwarf character.

The one NQ that catches my eye is Mania. Is that a "homegrown" NQ?

Another concern is IPs. OK I know it's cheesy as heck, but an Increase reflexes spell could help here. Doesn't need to be on a focus or anything like that. Also maybe trade the Fire Wall for Ignite. I've seen mage PCs in my games use this spell rather effectively.

Can never go wrong with Demolitions. Though he will want to increase that with Karma.

Cooking. :D Now for a pyro, that is an appropriate interest.

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bibliophile20
post Aug 29 2007, 08:30 PM
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@KK

Mania is from Aug, from the cyborg and cyberzombies Neg Qualities section; quote: "Some of the following qualities may also be applicable to non-cyborg or cyberzombie characters, though the gamemaster should use his discretion on which to allow in his game"

Considering that before Aug came out I let a claustrophobic character in using the "Phobia" quality from homegrown quality thread, I saw no issue in allowing Phobia/Mania being used for regular PCs.

IPs: I'm going to be showing Peter this thread later, so that advice will be taken into account. And I can't believe that I completely forgot about the "Ignite" spell. *ashamed of self*

Demo: he probably will.

And he actually stole the cooking skill from Hawk; I gave him a glance at the character sheet so he could get ideas for knowledge skills.
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Kyoto Kid
post Aug 29 2007, 08:46 PM
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...thanks, just needed to know.

Don't have the Augmented PDF yet (blasted "plastic" based economy :grr:).

On the subject of the Homegrown Negative Qualities thread, I made a several contributions to it myself ("revamped" Dain Bramage, & Childlike Nature to name two).

I still think it was a mistake they didn't include Phobias in the Core Rules.
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bibliophile20
post Aug 29 2007, 10:55 PM
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One of my players has Childlike Nature (he's 22 and passes for 17; I'm having far too much fun with it), so I have to thank you for that.
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Kyoto Kid
post Aug 29 2007, 11:36 PM
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...my pleasure. It came from running Leela. She was 19...

...going on 13.

That is what made her the most fun to play of any character I had as well.
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Glyph
post Aug 30 2007, 04:20 AM
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I like the concept, but the problem with melee is that you either want to avoid it altogether, or be damn good at it. With a Body of 3, and a dice pool of 6 for unarmed attacks, I'm afraid he isn't that good at either hitting people or soaking damage. Which is a shame, since he has devoted both of his adept points to improving his melee damage capability. He may want to re-think that aspect of the character.

If he really wants to keep it, though, I would suggest -

1) Switch out Strength and Agility scores. With critical strike: 4, you will still do decent damage, but you need to hit to do any damage at all.

2) Break Sorcery group down to Spellcasting: 4 and Counterspelling: 4, saving Ritual Sorcery to pick up later in the game. Use the 8 points you've saved to raise unarmed combat up to 5.

3) High Intuition is great, but Body and Reaction need it more if he is going to be getting into close combat at all. I would take one point from Intuition and put it into either Body (and get an armored jacket) or Reaction.

I would also suggest the increase reflexes spell, but not just for close combat. It is good for all aspects of combat, and gives options outside of combat as well (such as full defense to dodge gunfire sprinting across an alley, and still having an action left to cast Heal on a wounded teammate).
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Draconis
post Aug 30 2007, 04:36 AM
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Gold? Dwarf? Why do four words, "Leprechaun in the Hood" come to mind?

I want me gold...

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Gort
post Aug 30 2007, 10:09 AM
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Yeah, this guy needs more initiative passes really badly. He also needs a slightly higher body, so he can wear an armour jacket instead of a vest. Putting one more point in body gets you three more dice to resist being shot.

Also, as far as I can tell, the guy's spent an awfully large amount of build points just so he can punch things hard. Why not dump the adept powers and get a touch spell like clout? That way, you can still break boards with your hands, but it doesn't take up a ton of your resources.
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bibliophile20
post Sep 15 2007, 11:12 PM
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And here's the final character, pending any opinions/suggestions.

Aodhou (Nickname Otto)

Dwarf (25 BP)
Magician (Chaos Mage)

Stats (250 BP)
B 4
A 3
R 3
S 3
C 2
I 4
L 5
W 6
EDG 4
M 5
ESS 6
Init 7
IP 1

Qualities (+15 BP)
Magician (15 BP)
Mentor Spirit: Phoenix (5 BP)
Mania: Uncommon/Moderate: Kleptomania: Gold (+10 BP)
Mania: Common/Mild: Pyromania (+10 BP)
Talisman Geas: Gold Medallion (+10 BP)
Addiction: Mild: Alcohol (+5 BP)

Skills: (106 BP)
Spellcasting 5
Summoning 4 (Spec: Fire Spirits)
Demolitions 2
Perception 3
Enchanting 2
Palming 3
Counterspelling 4
Assensing 3

Knowledge Skills:(27 free BP)
Metallurgy 3
Magical Theory 3
Talismongering 2
Chemical Engineering 3
Legendary Martial Artists 1
History: Incan Empire 2
Dragons 2
Structural Engineering 2
Cooking 2
Local Hangouts 2
Tai Chi 3

English: N
Sperethiel: 2

Contacts (8 BP (house rule: Charisma*2 free BP)):
Talismonger L3 C3
Fence L2 C4

Spells: (24 BP)
Flamethrower
Increase Reflexes
Stunbolt
Heal
Ignite
Fire Aura
Magic Fingers
Clairvoyance

Gear: (2 BP)
Armor jacket w/rating 6 fire resistance 1500
Sony Emperor w/Renraku Ichi 1300
Trodes 50
Fake SIN rating 3 3000
Fake SIN rating 3 3000
Goggles w/image link, flare comp 125
assorted clothing 1025

Total: 400 BP
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Kyoto Kid
post Sep 15 2007, 11:58 PM
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...good, I see you added the Increase Reflexes and Ignite spells. I also see you picked up Augmented (the Mania Qualities).

Dumping the Sorcery Skill Group is a smart move too. This fellow doesn't strike me as one who would be into Ritual spellcasting. He just likes to make things burn.

Personally, I would have chosen Stunball over Stunbolt since he already has a direct targeted spell in Flamethrower, and so that he has an area effect spell.

I concur with Gort that making him a straight on mage instead of Mystic Adept is a good call, this way he has full access to Astral Space.

When he gets some Karma I would suggest taking a specialisation in Demolitions (chemical explosives which would cover arson). He should also take Slight of Hand for his Palming (which I see was dropped) each costs only 2 Karma. and he doesn't need to initiate yet as his MA is 5.

Since he no longer has Physad powers I would also consider switching Tai Chi and Legendary Martial artists for another knowledge skill like maybe Police or Fire Dept procedures (specialised in Arson investigation).
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the_dunner
post Sep 16 2007, 12:02 AM
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QUOTE (bibliophile20)
Mania is from Aug, from the cyborg and cyberzombies Neg Qualities section; quote: "Some of the following qualities may also be applicable to non-cyborg or cyberzombie characters, though the gamemaster should use his discretion on which to allow in his game"

And it's very nice to see somebody using it. That's why I put that line there. :D
QUOTE (Kyoto Kid)
I still think it was a mistake they didn't include Phobias in the Core Rules.

Word count can be a bitch. :dead:
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BishopMcQ
post Sep 16 2007, 12:08 AM
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Is Alcohol an acceptable addiction? I know things like cigarettes (nicotine) and caffiene are specifically disallowed.
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Kyoto Kid
post Sep 16 2007, 01:18 AM
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...For the final draft of Violet, I was actually considering Multiple Personality Disorder, but it involved way too much dice rolling. Instead I took Obsessive Compulsive Disorder and Delusions both of which fit well with her backstory. After reading the rules on diseases, I dumped her Weak Immune System quality as well in favour of mild Technomania: obsession with technology.

@BishopMcQ: Yes, Alcohol is a viable addiction.
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bibliophile20
post Sep 16 2007, 01:24 AM
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QUOTE (BishopMcQ)
Is Alcohol an acceptable addiction? I know things like cigarettes (nicotine) and caffiene are specifically disallowed.

Probably because a night of heavy smoking or caffeine usage won't kill you like a night of heavy drinking can.

So I'm allowing it on that reasoning.
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SinN
post Sep 16 2007, 02:36 AM
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QUOTE (bibliophile20)
"I want to be able to curse and swear at elves in their own language".

:rotfl:
Thats just great, kudos to him.
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Buster
post Sep 16 2007, 04:28 AM
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nm, found it.
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bibliophile20
post Sep 16 2007, 04:32 AM
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QUOTE (Buster)
nm, found it.

???
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cx2
post Sep 16 2007, 05:41 AM
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Perhaps still a couple points in pistols would help, just as a backup. Magic is nice but it never hurts to have a gun.

Then again maybe this guy's a psycho and doesn't feel he needs one, perhaps you could RP something that makes him change his mind in a run.

As to addictions I guess it's because while alcohol can leave you in a stupor if you go to the extreme of the addiction nicotine addiction to that extent isn't very common. By this I mean alcohol is more likely to leave you unable to function in any sense of the word.
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Glyph
post Sep 16 2007, 07:49 AM
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One of the archetypes in the book, the occult investigator, has an addiction to alcohol.

Of course, the archetypes tend to be riddled with rules glitches and inconsistencies, but alcohol would seem to fit the characteristics of a viable addiction - adversely affects the runner when indulged in, and has a negative effect on the character's health.

I agree that nicotine wouldn't be a viable addiction, because taking a smoke doesn't make it harder to use your pistols skill, and the health problems tend to be long-term (and meaningless in a future where they can remove cancer with nanobots, or grow you a new set of lungs).
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Buster
post Sep 16 2007, 11:53 AM
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If you want someone who needs to compulsively smoke (Constantine or Smoking Man from X-Files), you could buy that as a Mania.
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