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Glyph
You know, the trouble with these armor-plated, instant-healing behemoths is that with Willpowers of 3, they can be taken out by any starting spellslinger with a Force: 6 stunbolt or manabolt. Speaking of which, it's time someone did a magical type for this little contest. Of course, he is just as vulnerable to an Ares Alpha on full auto as the previous entries are to a manabolt, so I guess he doesn't meet the goal of "game-breaking" either. He can toss an awful lot of dice, though.

Dwarven Sorcerer (Shamanic/Dragonslayer Totem)

A: Resources (1,000,000 - 10% = 900,000)
B: Sorcerer
C: Attributes
D: Dwarf
E: Skills

Attributes -
Body: 6
Quickness: 4
Strength: 3
Charisma: 2
Intelligence: 6
Willpower: 8
Essence: 6
Magic: 6
Reaction: 5

Initiative: 5 + 1d6 (4d6)
Combat Pool: 8
Spell Pool: 6

Edges -
Bonus Attribute Point: Willpower
Connected - buy Magical Gear

Flaws -
Bad Karma

Active Skills -
Athletics: 4
Aura Reading: 6
Computer/Search Operations: 2/4
Etiquette: 3
Sorcery: 6
Stealth: 4

Knowledge Skills -
(Languages)
English/Magespeak: 4/6 R/W: 2/-
Japanese: 4 R/W: 2
(Other Skills)
Enochian Incantations: 6
-(to be used as creative skill for Centering)
Magical Background: 6
Magical Research: 6
Magical Threats & Oddities: 6
Spell Design: 6

Spells -
Manabolt: 6
Stunball: 6
Diagnose(E): 3(5)
Heal: 6
Increase Reflexes +3 Dice: 1
Improved Invisibility: 5

Bonded Magical Foci -
Manabolt Focus: 6
Sustaining Focus: 1
- Increase Reflexes +3 Dice
Sustaining Focus: 5
- Improved Invisibility

Foci bought but not bonded -
Manabolt Focus: 6

The foci and the 5 extra spellpoints needed come up to 770,000. That still leaves 130,000 for armor (the standard Armor Jacket and FFBA full suit), lifestyles, contacts, and other gear.

With the post char-gen 300,000, buy another Manabolt Focus: 6 (at base price because of the Connected Edge).

Improve Sorcery to 8 for 22 Karma.

Take the Spellcasting specialization to 16 for 69 Karma.

Initiate with ordeal 6 times for (15 + 17 + 20 + 22 +25 +27) = 126 Karma.
Plus, get the Centering skill at 5 for 21 Karma. Centering is not really that cost-effective, but the main advantage is its potential to reduce Target Number penalties.

For metamagical techniques, take Centering, Cleansing, Masking, Reflecting, Shielding, and Quickening.

Bond the two Manabolt Foci for 12 Karma. Note that with a Magic of 12, all of the character's foci can be active at once and still not risk focus addiction.

This character is still vulnerable to gun bunnies (although with 6 Body, and for armor an Armor Jacket with FFBA full suit, he's no wimp), but his main strength is offense. His foci, Totem bonus, and spellcasting skill give him 37 dice - and that's if he uses all 8 points of Spell Pool to soak Drain.
Sphynx
QUOTE (Zazen)
As I recall those first aid times are base times. In Docs example he rolled 6 successes, bringing those 5 combat turns down to less than 1. People with good healing modifiers should frequently be able to do this.

Doc's example was a Moderate Wound, my discussion is on taking a Deadly wound.

If he's First Aiding a Serious Wound, it means a base TN of 8 (+3 for an environmental condition where more damage could be incurred, -4 for QH and Bod, -2 for GuardianAngel). TN 5 on 6 dice (He might get it down to 8 Combat Turns).

So point stands, don't take 3 Deadly in a row (even if it is brought down to 1 Combat turn), the damage is not 'insta healed'

Sphynx
Zazen
I'm sure he's counting on staging that deadly down with body to M or L first, where it can heal quickly.
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