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> looking for a basic mage build, book builds suck, want a semi munchy one
Herald of Verjig...
post May 14 2004, 12:04 AM
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Magic and bioware don't give the twitch factor. It only applies to cyberware.
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cutter07
post May 14 2004, 08:30 AM
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Heres what I'm come up with so far from what I'm read here and what I choose, help me refine it more:


Priorities: Magic A, Resources B, Attributes C, Race D, Skills E

Race: Albino Gnome (+1 body, +1 strength, +3 willpower)

Albino flaw: Color blind

Edges/flaws: Toughness (+3), Quickhealer (+2), Bonus attrib, Willpower (+2), Cursed Karma (-6), Distinctive style (-1, hello I’m an albino gnome)

Attributes: 24

Body 5 (6)
Quickness 4
Strength 0 (1)
Charisma 3
Intelligence 6
Willpower 6 (10)

Purchasing 15 spell points,..

Spell points:38
Foci: 2 points (not sure what to get yet so help)

Active Skills –
Pistols: 6
Conjuring: 6
Sorcery (Spellcasting): 5 (7)
Stealth: 6
Biotech:3

Knowledge Skills -
(Languages)
English/Magespeak: 4/6 Read/Write: 2/-
Spanish: 4 Read/Write: 2

(Other Skills)
Corporate Politics: 4
Magical Background: 5
Magical Groups: 4
Foci creation: 5
Spell Design: 5


Spells:

Increased Reflexes +3 1
Improved Invisibility 6
Stunball 6
Manaball 6
Control thoughts 6
Analyze truth: 1
Armor: 1
Levitate: 6
Treat: 5

Weapon:

Gyrojet pistol ($1k), Custom grips ($1k), underbarrel weight ($50), top mount laser sight($500), concealable, quickdraw holster ($150)
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Xirces
post May 14 2004, 12:00 PM
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Wow. I know you said munchy, but...

Albino Gnome - aren't there hundreds of those around?

Cursed Karma!!

Also - where does the 0 Strength come from - that needs to be a minimum of 1 before racial changes.

Other than that. Good job :)


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TinkerGnome
post May 14 2004, 12:20 PM
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I'd limit some of those spells. Throw exclusive on treat, for instance, for either cost or drain. Not sure why you're taking armor 1, it's fairly useless. Are you going to be casting a lot of spells at force 6? The sweet spot for drain/effectiveness seems to be 5 in most cases.

Also, I'd get and bond a sustaining focus or two. That Increased Reflexes spell needs its own F1 focus. Don't leave it on all the time, of course, but it's good for some stuff.
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Eyeless Blond
post May 14 2004, 04:26 PM
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QUOTE (cutter07)
Body 5 (6)
Quickness 4
Strength 0 (1)
Charisma 3
Intelligence 6
Willpower 6 (10)


You have to put at least one attribute point into each attribute, as was said earlier. Also you have a pathetically low Charisma for a full mage. If you really don't plan on conjuring anything be a sorcerer adept; it's cheaper and you get more spells for it.

QUOTE
Active Skills –
Pistols: 6
Conjuring: 6
Sorcery (Spellcasting): 5 (7)
Stealth: 6
Biotech:3


You're spending 31 skill points here, and you only have 27 to spend. The problem is your Pistols and Stealth skills are higher than their governing attribute (Quickness). "For skills with ratings higher than their Linked Attribute, each point over the Attribute rating costs 2 skill points." (SR3, pg. 57)

QUOTE
(Other Skills)
Corporate Politics: 4
Magical Background: 5
Magical Groups: 4
Foci creation: 5
Spell Design: 5


Rather flavorless skillset you have. Knowledge skills shouldn't really be bought until you have a character background picked out; it helps you figure out what to get. Also you've spent too few points here; you get 30 total and you've spent 23.

QUOTE
Spells:

Increased Reflexes +3 1
Improved Invisibility 6
Stunball 6
Manaball 6
Control thoughts 6
Analyze truth: 1
Armor: 1
Levitate: 6
Treat: 5

Second everything Tinker said. Also, you don't need both manaball and stunball as they both target Willpower. I'd go with Stunbolt or ball and maybe Lightning Bolt or Acid Stream or something for fighting other mages. Also Stunball really only needs to be Force 5, with a fetish for cost. That should save you enough to bump up Armor to a reasonable level.

Also give some thought on your totem or school of magic or whatever. Your spells are all over the place; pick something and *focus*. Shadowrun encourages and rewards specialization, so use it! :)
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cutter07
post May 14 2004, 07:28 PM
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All great points guys. Willpower 10 will eat alot of drain right?

I'll raise the strength 1 and drop body by 1.

I'll switch to 5s on spells, though not sure what exculsive does.

On Charisma I'm not planning on doign alot of astral combat or conjuring anytime soon. This is my first mage in awhile and I'm going to be takign it slow at first, mostly being the healer for our group.

I'll fix the skills as well. On the knowledge I wasn't done picking them out and hoped I might get some thrown my way. :)

Please explain foci, totums, and exclusive to me! Haven't played more then an adept in a long long time.

Also some minoir bioware/cyberware for helping with drain?
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cutter07
post May 14 2004, 07:44 PM
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Hows this?

Priorities: Magic A, Resources B, Attributes C, Race D, Skills E

Race: Albino Gnome (+1 body, +1 strength, +3 willpower)

Albino flaw: Color blind

Edges/flaws: Toughness (+3), Quickhealer (+2), Bonus attrib, Willpower (+2), Cursed Karma (-6), Distinctive style (-1, hello I’m an albino gnome)

Attributes: 24

Body 3 (4)
Quickness 6
Strength 1 (2)
Charisma 3
Intelligence 6
Willpower 6 (10)

Purchasing 15 spell points,..

Spell points:38
Foci: 2 points (not sure what to get yet so help)

Active Skills –
Pistols: 6
Conjuring: 6
Sorcery (Spellcasting): 5 (7)
Stealth: 6
Biotech:3

Knowledge Skills -
(Languages)
English/Magespeak: 4/6 Read/Write: 2/-
Spanish: 4 Read/Write: 2

(Other Skills)
Corporate Politics: 4
Magical Background: 5
Magical Groups: 4
Foci creation: 5
Spell Design: 5
Spell fetish markets:5

Spells:

Increased Reflexes +3 1
Improved Invisibility 5
Stunball 5
Control thoughts 5
Analyze truth: 1
Mind Probe: 2
Phantasm: 1
Influence: 5
Armor: 3
Levitate: 5
Treat: 5
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