QUOTE (DocMorbius @ Apr 8 2009, 05:53 PM)
Ok so I have had a bit of time to look into it, what do you think of the following build?
**as noted this is created with 400BP and 58 Karma** -- I converted 3 BP into 6 Karma as they were left over at the end--
Body 3 (9karma)
Agility 2 (free)
Reaction 2 (Free)
Strength 2(Free)
Charisma 5 (30 BP)
Intuition 3 (9 Karma)
Logic 3 (9 Karma)
Willpower 5 (30 BP)
Force 6 (40 BP)
Magic 6 (free due to force)
Edge 5 (30BP)
Assensing 3 (12BP) + Spec in Spells (2Karma)
Spellcasting 4 (16BP)
Counterspelling 6 (24BP) + spec in Combat spells (2Karma)
Initiation lvl 1 metamagic Shielding (13 Karma)
Initiation lvl 2 metamagic absorbtion* (16 Karma)
Spell - Stun Bolt (5 Karma)
18pts in knowledge skills (Free)
5 Power points worth of spirit powers (free from edge)
Negative traits (+35BP, probibly Uneducated, vendetta (blood mages) and enemy, bloodmages)
(* Not sure if I have the name right on this one as I dont have the book on me now but it allows you to absorbe the force of the spell you are counterspelling and use each point of force counterspelled to drop the drain on the next cast spell (i.e masivly overcast stun bolt))
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This character is realisticly doable, he is specificaly attuned to our mages weaknesses (she is a specked up summoner who has crap counterspelling) it has 16 to counterspell combat magic and can aborb the enemys attacks, he has 5 edge with whitch to get some decent spirit based cheese (the free spirits version of engulph is bad ass!) he is immune to small arms fire in most cases and can learn new spells by just assensing the spell as its cast, he has 18 free points in knowledge skills and can kill an enemy by just walking up to them whilst holding a frag grenade (which he is immune to, go hardened armour) with a little Karma he can get some basic back up face skills as well.
- oh and there are 7 other characters in the group
so force 6 is easy enough -
what do you think of teh build?
I only see 10 counterspell dice (which is still good) and would really urge you to go for a possession spirit.
Not only does it give you a very powerful mind control ability but also lets you add the possessed person's physical attributes to yours.
Thus a base spirit possessing Joe Average has 5 in all physicals. Throw in 1 point of weapons skill and you roll 6 dice for shooting which, if you fire bursts, is already enough to be useful in combat.
Also consider the concealment power. Those -6 detection dice render your team completely invisible and inaudible in many situations.
I would guess you need to pay karma for spells nonetheless btw, would be a bit too easy if assensing alone would do it.
Possession Plant Built #2 (Now with 108 Karma due to 25 leftover BP)
Body: 2
Agility: 2
Reaction: 2
Strength: 2
Charisma: 3 (9 Karma)
Intuition: 4 (21 Karma)
Logic: 3 (9 Karma)
Willpower: 4 (20 BP)
Edge: 7 (65 BP)
Magic: 6 (55 BP)
Lucky (20 BP)
Bad Qualities (-35)
Initiation lvl 1 metamagic Shielding (13 Karma)
Counterspelling(Combat) 4+2 (24 Karma)
Etiquette 2 (8 Karma)
Con 1 (4 Karma)
Assensing 1 (4 Karma)
Spellcasting 2 (8 Karma)
Automatics 2 (8 Karma)
Noxious Breath 1.5
Aura Masking 3
Realistic Form 0.5
Accident 0.5
Fear 1.5
Almost impossible to detect, main weapon would indeed be the possession itself.
7 counterspelling dice.
Kinda min/maxed with karma conversion.
Possession Spirit #3 (84 Karma, 13 BP left)
Body: 3 (9 Karma)
Agility: 5 (40 BP)
Reaction: 4 (21 Karma)
Strength: 3 (9 Karma)
Charisma: 3 (9 Karma)
Intuition: 3 (9 Karma)
Logic: 3 (9 Karma)
Willpower: 3 (9 Karma)
Edge: 5 (30 BP)
Magic: 6 (55 BP)
Bad Qualities (-35)
Counterspelling(Combat) 5+2 (20 BP + 2 Karma)
Archery(Bows) 5+2 (20BP +2 Karma)
Spellcasting 1 (4 Karma)
Stun Bolt (4 BP)
Statue of Artemis (Plasteel)
STR 11 Bow with laserpointer
(3 BP)
Regeneration 5
1 Karma left.
7 counterspelling dice.
52 soak dice with cheesy armor on top of your vessel.
Regenerates.
13 P base damage, 12 dice for ranged attacks.
Still a bit cheesy conversion BP-Karma.