QUOTE (Tanegar @ Jun 21 2011, 02:56 PM)
Garrett wasn't just some workaday research mage, he was the Chief Training Officer for Magical Research in Ares Macrotechnology's Seattle corporate offices. He had to both lead and command, necessitating high Charisma, and he was immersed in corporate politics at the highest levels, which is why his Intuition is so good.
I'm not just being pedantic about the numbers, am I?
Perhaps.
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I tried to pick skills based on what Arthur Garrett would be likely to need and use on a regular basis. He's a teacher, so while he probably doesn't have a lot of experience banishing wild spirits, he has to be able to teach that skill to field magicians who might need it. Instruction 5 is pretty self-explanatory; I wanted it to be 6, but I also wanted Assensing higher than 4, so I compromised. Maybe Magical Theory should be Hermetic Magical Theory, a broad-based understanding of how magic works in the Hermetic paradigm. In fact, that sounds like an excellent idea, I'll edit the sheet to reflect that. I think Ritual Spellcasting does fit the character, and not just because he might need to teach it. I would expect corporate magicians to regularly pool their abilities for various purposes, be it security or advancing the cause of Hermeticism in Ares' interest. His multilingualism is professional, partly on the corporate side and partly on the magical side. Hermeticism places a great deal of emphasis on study and rigorous experimentation; it's the closest tradition, except perhaps chaos magic, to treating magic as a science. Numerous old Hermetic grimoires and other documents are written in languages like Latin, Greek, German, and other European and Romance languages. There's also a strong Arabic influence in Hermetic magic. Japanese and Mandarin are more likely to be useful in his capacity as a corporate executive, given the strength of Asia and Asian megacorps.
I agree that those are all good languages for a academic hermetic to learn. My problem is that no one, no matter how intelligent, is equally talented or dedicated across an area that broad. He might have found Latin rolled better off the tongue than greek, He's good with arabic text and formulae but he can't get the gutteral sounds, etc. I only object to universal fours in every language he's ever tried his hand in.
I had a look through SR3's Mr. Johnson's Little Black Book and some others to give you some examples of magician characters' knowledge skills.
-Hermetic Academic: Academic Politics, History, Library Research, Magic Esoterica, Magic Theory
-Lorekeeper: Ancient Languages, Archaeology, Anthropology, Magic Background, Magic History, Magic Theory, Metaplanes, Spell Design, Talismongering
-Antiquities and Oddities Dealer: Appraisal, Botany, Greek, Latin, Mythology, Parazoology, talismongering (analysis)
-Artificer/Enchanter: Appraisal, Chemistry, fantasy sims, Magical Theory, Metallurgy, Smithing, Talismongering, Woodworking
-Talislegger: Botany, Law, Lore Shops, Magic Groups, Magical Locations, Magical Talismans, Parazoology, Smugglers, Talismongering
-Paramed Shaman: Anatomy, Herbalism, Medicine, Pilates
-Street Mage p74 SR3: Magic Background, Magical Groups, Magical Threats, Named Spirits, Parapsychology, Sperethiel
Going through some of these reminded me that Etiquette (corporate) would be a suitable choice. The main point is these archetypes are general, designed to be deployed anywhere, and even though many knowledge skills overlap, it sometimes only takes one or two to define them from eachother, or give us an idea to their personal interests. You mentioned Hermeticism as a science, perhaps Arthur Garrett has a wide grounding in scientific disciplines, as i'm sure things like mathematics, chemistry, metallurgy, botany/parabotany, mythology, zoology, biology and more could be useful. A mage in a laboratory is fairly useless without good procedural conduct. Also, some personal interests would help. I noticed a film camera in your gear list. I'm a wet film buff myself, maybe your character could be into photography.
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A power focus adds its rating in dice to all rolls involving the Magic attribute, but it does not raise the overcast limit. Force 5 is the highest Merlin can go without overcasting, and Force 10 is his absolute limit. The focus gives his spells a little more punch in terms of dice rolled (a little over one additional success, on average), but that's it.
Of course. That's fine. But what about the magic level only being five? Hasn't the initiation changed that?
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This is actually deliberate. The character sheet is a snapshot of Arthur Garrett within days of being forced to abandon his old life and everything he knew. He doesn't have Dodge, Stealth or Athletics skills, or additional IPs, because he never needed them before. These will obviously be the first things he picks up as a neophyte runner, but until then I do expect to have to play him very carefully. I also expect that he'll rely heavily on Corvina for protection in the early phase of his new career, but I think she's up to it: when Materialized, she has 10/10 hardened armor from Immunity to Normal Weapons, and the power to throw lightning bolts all day long, among others.
Maybe you could take an initiative boosting spell and at the very least the Armour spell, so I can rest easier when some-one tries to shoot you? Corvina does balance the lack of IPs, by basically giving you her initiative to kill things. She does scare me a little, I'll need some mechanism to ensure she isn't a solution to every problem. Does she have any sort of magical protection/concealment/movement powers? Because that could really increase Arthur's survivability. And I must say, thank you, thank you for not going for a Possession tradition.
When it comes to roleplaying Corvina, do you want exclusive access, or can I roleplay her at times as an NPC? You may have to notify me via PM or OOC before you act out as her, as I can't allow her to become a complete extension of your character, if you understand.
I hope you don't mind me picking apart your character, but you are the first one with a working sheet, so I figure we have time to beat out a few versions until we get something we're both happy with.
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Starting in the hallway does sound interesting. It will also let me get a firm grip on how Arthur and Corvina work together, and how they behave toward each other (roleplaying for two, basically).
I was thinking, considering your character has some gear already, perhaps the game can start after or just as Arthur has crafted Corvina. Perhaps he left the office on vacation time to visit a mana-rich site and Initiate/craft an ally, do some field work, and that's why he's got a little armour and a duffel bag with some field gear. Given you're probably going to start out homeless and broke, a bit of survival gear wouldn't go amiss, and on the streets a slap patch or a survival knife could ensure you a whole night of protection in trade.
You could receive a call from a co-worker saying that something big is going down and you have to get back there immediately, so you come back to the research lab straight from the airport, and everything goes to hell from there.
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Where did your character go to school? I'm fine with the idea of Arthur having been a guest lecturer, or even working as a full-time professor during a much-needed sabbatical from his duties as an executive (he merely tolerated the bureaucratic side of his work; magic and teaching were always his passions).
You guys can work this out between you, but maybe the Massachusetts Institute of Technology and Thaumaturgy? My US geography isn't great, but I assume the closest city to MIT&T is Boston? That'd be an interesting starting point, considering it's a UCAS city there is probably a decent Ares presence, but the loss of the Stock Exchange to New York may have financially drained the city, leaving a crime wave for Merlin to sink into. Is there a reputable University closer to Seattle?
QUOTE (Aria @ Jun 21 2011, 03:59 PM)
I've updated a version of Silk to be an 'Artisan's Way Adept' and on the face of it she's a bit worse than she was before (mostly due to her bioware choices)...but she has agility boost now which will offset some of those weaknesses and she's closer to 'legal' which was what I was aiming at. This represents her starting point 6 months ago just as she steps into the shadows...but she learns
very fast so expect a radical shift!
<<Silk>>The I had a look and it still says 400bp? Also it still says twenty-one. I don't have a problem with a young prodigy. Spending her teen years living with her mother off the grid in low sec zones could explain a whole lot of things, decent physical attributes, stealth and combat skills, etc. there's also no reason a young academic can't be fit. But of course Silk was too smart and driven to just because an adept shadowrunner, so her mother pulled strings to get her into MIT&T (unless you want some-where else). That's where the age problem comes in. Just getting a degree in one discipline can take years, let alone whatever varied curriculum an Evo sponsored bio-adept changeling takes, it just doesn't seem feasible that she would have gotten that much out of it by the age of 21. 23? 25? Maybe.
If she's an Artisan adept, what's her focus? How does she perceive her magic? I'm wondering how it filters into a B&E specialist. Now we have Tanegar you're really a bit more free to branch out and become a better generalist. I wanted to remind you that we still need a face, as the other two team members are at the very
least a little salt and pepper, and a kind word and soft eye from a twenty-something year old co-ed can sometimes be the ultimate weapon.
My personal favourite adept powers are nimble fingers (can open up your IPs a little in combat [free reload anyone?] and a bonus to pickpocketing and the like) and combat sense (don't get hit by bullets. Just don't.).
QUOTE (Mister Juan @ Jun 21 2011, 06:56 PM)
Like I mentioned before, this is more of a plan/wishlist rather than anything else. I will use it a guideline when we actually settle down on the character creation rules. What I can say is that it is a pretty accurate portrait of how I'd like Dexter to be, albeit he can and probably will be scaled down. Following each skill I added things he would probably specialize in, and sometimes a bit of explanation as to why he would have the skill. Also, I want to stress the fact that I added way more skills than I plan on taking.I am NOT taking into account skills groups, at least, not for now.I know the list is somewhat long, so I'd like to stress the fact that I'm mostly planning on having Dexter have a lot of skills, but not necessarily at an extremely high rating (well, except for all the shootin' tid bits.)
[ Spoiler ]
Primary Skills
Here, of course, we find most of the combat skills, but also four skills which, I believe, are extremely important considering the fact that Dexter was a CAS Marine for a very long time (pilot watercraft, Swimming, Diving and Leadership/Tactics).
Automatics : Assault Rifles
Dodge
Heavy Weapons
Longarms: Sniper Rifles
Pistols
Unarmed Combat
Perception
Leadership : Tactics
Swimming
Pilot Watercraft : Motorboat
Diving
Secondary
I've actually put some skills in this category that some people might believe should be primary skills. The reason why they are here, is mainly to reflect Dexter's advanced age. I am mainly referring to almost all the Athletics skills. There are a few skills that I am 100% I will take, and I've noted those with a * The reason why Instruction : Combat is there, is mainly to reflect the fact that Dexter has been deployed many times either as a military advisor and instructor for the local government, or for guerrilla groups supported by the CAS. That is also why I'd really like to include the Etiquette: Tribal specialization.
Throwing Weapons : Grenades*
Etiquette : Military and Tribal*
Instruction : Combat*
Parachuting*
Pilot Ground Craft
Nautical Mechanic
First aid: Combat Wounds
Armorer
Intimidation: Torture
Running
Climbing
Infiltration*
Survival : Jungle*
Tracking : Jungle
Navigation : Jungle*
Demolition *
Blades: Either knives or Cyber Implant
Electronic Warfare : Jamming
[b]Tertiary[/b]
Exotic Ranged Weapon : Might give him a single point in something fancy like flamethrower
Gunnery
Pilot Aircraft : Remote Control
Shadowing
Negotiation: Either Bargaining or Sense Motive
Disguise: Camouflage (ok, I really don't like the disguise skill, but since Camouflage is a spec of said skill, I sorta have to add it...)
Industrial Mechanic
Software
Knowledge Skills
These are in no particular order. Just what I would probably go for. Again, I've listed way more than I am going to take. [ Spoiler ]
-Security Companies
-Mercenary Outfits
-Mercenary Hangouts
-Military (Special Forces)
-CAS Marine Corps
-Structural Engineering
-Fishing
-Sports (Baseball)
-Music (Blues)
-Paranormal Critters (South America)
-Security Systems
-Guerilla Warfare
-Revolutionary Groups (South East Asia)
[/size]Languages
English (Native)
Creole
Spanish
Portuguese
Vietnamese
Malay
Again, list is VERY long, and I will not take everything I have, on the other hand, marked with an * the pieces that I will almost surely be taking.CYBERWARE
[size="3"][ Spoiler ]
Control Rig* 0.5
Datajack x2* 0.1
Olfactory Booster 0.2
Tooth Breakable Compartment (Tracking Signal)* 0
Cybereyes R4* (Flare Comp, Low Light, Protective Cover, Smartlink, Thermo, Vision Enhan 2, Vision Mag, Eye laser System with Laser Designator) 0.5
Cyberears R2* (Audio Enhan 3, Damper, Spatial Recog, Sound Filter 2) 0.3
Internal Air Tank* 0.25
Dermal Plating 0.5/1/1.5
Wired Reflexes* 2/3/5
Obvious Full Cyber Arm* (Right), probably with max Attributes, Gyromount and either a Hand Blade or a cybergun (Pistol)
Orientation System 0.2
Radar Sensor* R4 0.3
Auto-Injector* (Reusable) 0.1
Auto-Injector* (One-Shot, Trauma Patch Medication) 0.05
Biomonitor* (Linked to Auto Injectors)
BIOWARE
Bone Density Augmentation 0.3/0.6/0.9/1.2
Digestive Expansion* 0.5
Muscle Aug 0.2/0.4/0.6/0.8
Muscle Toner 0.2/0.4/0.6/0.8
Synthacardium 0.1/0.2/0.3
Pain Editor* 0.3
Sleep Regulator* 0.15
Gear wise, this will probably vary widely depending on the job itself. Dexter is a man who believes that gear, guns, etc... are just a part of a toolbox; you fill it with what you need for the job. What I can say for sure is that commlink wise, he'll always favour disposable/temporary ones. Concerning ID, he'll usually try to have 3; one primary, one backup and one stashed away to get out of Dodge.
I can already state that Dexter is the sort of person who will favour revolvers over semi-automatics as sidearms, on the account that they are less likely to jam, and that he can have different ammo in the same cylinder. Also, revolvers are a lot scarier I wrote a large post going through everything that jumped out at me, noting your skill choices and possible specialisations. but the window was closed, mostly, everything looks really good. Just remember that with Karmagen knowledge and supplementary active skills at r1 or r2 are so cheap they are negligible costs, so I'd be disappointed if a lot of the things on that list were canned. Another thing is modular cyberlimbs. They can be just as strong, but it allows you to switch from a legal arm you can get on a plane with and a Ghost In The Shell style shotgun arm. I love the idea of an old merc who with time has become unable to keep up with the prosthetic that was designed to keep up with
him - "What am I? A walking gun platform?"
To all: I'm thinking of editing the original post with house rules and build rules. Before I do, has anyone got any requests?