So, I finally found a game, and I've decided to roll a mage this time round. Trouble is, I don't know the first thing about playing a mage. So, while I’m reading up on magic in the sixth world, I was hoping you all could give me some help and advice.
As far as the character himself, I see him as being, personality-wise, a sort of cross between Gary Oldman’s Jean-Baptiste Emanuel Zorg (The Fifth Element) and Val Kilmer’s snarky, drunk, tuberculitic Doc Holiday (Tombstone). But that’s fluff, not entirely the important bit. He’s from New Orleans, he’s a bit crazy, but he’s definitely the type you want on your side when the fecal matter hits the rotary air circulation device. Oh, yeah, and I’d like him to follow the Voodoo tradition.
Mechanically, my role is supposed to be to take care of astral threats and business (investigation and such), bring the pain to those who need it brought, and, if I can fit it in there, to drive us from place to place. A point to note would be that we’re using Karmagen as presented in the Runner’s Companion.
Now, as far as what I’d like, I’d rather not be throwing manaballs and stunbolts at everything. I’d rather be buffing myself and then using swords/knives/fists/guns/lances/whatever. I’m not sure if there’s a way to make that compatible with dealing with astral threats, though, so if one of those has to go, I suppose it’d be the buffing, since I’m on ghost busting duty. As far as the driving goes, I’d like him to be able to drive cars and motorcycles, but if it has to be one or the other, it’d be cars (since we’ve not got a driver or a rigger on the team).
So, am I making any obvious mistakes? What does a first timer need to manage an awakened character? Are my build goals unreasonable, incompatible, or otherwise problematic?
Thanks, as always, chummers.