QUOTE (Noll @ Aug 19 2012, 09:39 AM)

How would you make it?
Cyber-implanted mage with Geasa?
Magician-Adept with Magic 1?
Share your tricks!
For Magician's Way Adepts, remember that Magic Loss hits Magical Power first, and that if you ever hit 0 Magical Power you can never buy more and are henceforth a crippled ordinary Adept. I get the feeling that many GMs never actually bother checking for Magic Loss (at least in situations where the player isn't blatantly and deliberately risking it, like using stimpatches), but unless you can guarantee that it's a big risk.
That said, there's no One True Path to power. Major choices to be made include what your role is going to be, how you're going to accomplish that role, etc. etc. etc.
For one example, here's a mage character I built (128 BP, for a game expected to be short):
CODE
Belial
Aspected Seductress Shaman Sorcerer (+2 dice Illusion, +2 dice Control Manipulation, Willpower(6) test to avoid self-indulgence)
Attributes:
Strength: 6
Body: 4
Quickness: 6
Intelligence: 6
Willpower: 7
Charisma: 6
Reaction: 6 +1d6
Essence: 5.4
Bio Index: .4
Magic: 5
Pools:
Combat Pool: 9/9
Spell Pool: 6/6
Karma Pool: 1/1
Good Karma: 0
Total karma: 0
Skills:
Athletics 4
Polearms 6
Shotguns 6
Sorcery 6
Etiquette 2
Bioware:
Trauma Damper (.4)
Any physical damage has one box shifted to Stun. Any stun damage has one box removed.
Cyberware:
Smartlink-II (alpha, .4)
Cybereyes (.2)
Thermographic Vision (in cybereyes)
Low-Light Vision (in cybereyes)
Flare Compensation (in cybereyes)
Spells:
Treat 3 (Exclusive, cost)
Increase Reflexes +2 1
Physical Camouflage 1
Stealth 1
Physical Mask 1
Foreboding 6 (Fetish, drain)
Hot Potato 6 (Fetish, drain)
Control Actions 6 (Fetish, drain)
Control Thoughts 6 (Fetish, drain)
Gecko Crawl 5
Gear:
Weapons:
Franchi SPAS-22
Conc. 2(4), Ammo 10(m), SA/BF, 10S, 4kg, RC 0(1)
Smartlink-2, folding stock
Franchi SPAS-22 (Sawed-Off)
Conc. 4(6), Ammo 10(m), SA/BF, 9S, 3kg, RC 0(1)
Smartlink-2, folding stock, heavy pistol range
Shotgun slugs (x100)
Shotgun shot shells (x100)
Bola rounds (x20)
Shock Lock rounds (x20)
Stun Shells (x40)
Flare rounds (x40)
Bayonet (as Knife when detached)
Underbarrel, Conc. -1, .75kg
Telescoping Staff
Conc. 5/2, Reach 2, (STR+2)M Stun, 3kg
Spear
Conc. 2, Reach 2, (STR+4)L, 2kg
Flash-Pak (x4)
Conc. 12, .2kg
Causes +4 TN to anyone facing, +2 with Flare Compensation. If used in darkness, relieves darkness penalties but imposes own +2 TN penalty.
Clothing/Armor:
Ordinary clothing (3 sets)
Fine Clothing
Forearm Guards
Conc. 12, Ball. 0, Imp. 1, .2kg
Secure Jacket
Conc. 9, Ball. 5, Imp. 3, 3kg
Longcoat
Conc. 8, Ball. 4, Imp. 2, 1kg
Rapid Transit Heavy Jumpsuit
Conc. 6, Ball. 2, Imp. 4, 2kg
Form-Fitting Body Armor (Full)
Conc. 12, Ball. 4, Imp. 1, 1.25kg
Misc. Gear:
Tranceiver (R6)
Conc. 8, 1kg
Subvocal Mic
Conc. 12
Stimpatch (R6) (x4)
Tranqpatch (R10) (x3)
Psyche (x4)
Ingestion, speed 10 minutes, addict. 4M, tolerance 2, edge 10/20, fix factor 1 wk
+1 Intelligence for 12-Body hours, Awakened users temporarily gain Focused Concentration
Zen (x12)
Inhalation, speed 5*d6 minutes, addict. 3M, tolerance 2, edge 5/50, fix factor 2 days
-2 Reaction, +1 Physical TNs, +1 Willpower for 10 x d6 minutes.
Cram (x5)
Insufflation, speed 10 minutes, addict. 4M, tolerance 2, edge 5/50, fix factor 2 days
+1 Reaction, +1d6 Initiative for 12-Body hours. User suffers M wound for equal time on crash.
Magical Gear:
Illusion Fetish: ring with silver band and pale blue stone. Beli wears this around his neck on a thin silver chain, generally inside his clothing.
Manipulation Fetish: plain, unadorned ring made of a thin ebony band. Often worn on the same chain as the illusion fetish, though Beli sometimes wears it on his hand for luck.
Sustaining Focus (F1, Increase Reflexes +2): a modified Sephiroth carved in ebony and inlaid with obsidian. Astoundingly difficult to read in all but the best light.
Contacts:
Vass (Human magical researcher/talismonger, L1)
Gaap (Human mage/information dealer, L1)
Lifestyles:
Low (4 months)
Low (2 months)
Edges/Flaws:
Focused Concentration (2): TN mod for sustaining spells reduced to +1, can sustain up to Sorcery+1 Spells at once.
Bad Karma (-5): requires double the standard karma earning to gain karma pool.
Combat Monster (-1): takes 3 turns to break off from combat other than through victory, reduced by successes on a Willpower(6) test.
He's a Combat Mage built on using Hot Potato to disarm ranged opponents, Foreboding for area denial, and Gecko Crawl to close to melee from unexpected directions and at surprising speed, with some more stuff thrown in for utility. I present him as an example partly because I'm proud of him, but also because he illustrates the diversity of possible mage builds—consider that he fills the broad role of "combat mage" without a single combat spell.
That said, the big thing is the Trauma Damper, which is very nearly -1DL for all Drain tests. It's so revoltingly good that nerfing it is a high SR3R priority, right up there with Enhanced Artwinkulation and Chipjack Expert Drivers. Once you have part of a point of Virtual Essence Loss, you may as well spend the rest of the point—vision modifications are especially good, as no non-Cyber gear helps spell LoS.
~J