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  1. - Top - End - #1
    Barbarian in the Playground
     
    PirateCaptain

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    Default Shadowrun Combat Magician

    When i say combat magician, I mean it.

    Human

    Attributes
    Magician -15BP
    Mild Allergy Gold +5BP
    Moderate Addiction Cigarettes +10BP
    Bad Luck +20BP

    Stats
    Bod 3
    Agi 4
    Rea 4
    Str 3
    Cha 1
    Int 3
    Log 5
    Wil 5
    Ini 7
    Edge 2
    Magic 6
    Essence 6

    Skills
    Spellcasting 6 (specialized combat +2)
    Pistols 2
    Perception 4
    Dodge 3
    Pilot Aircraft 1
    Pilot Groundcraft 1
    Pilot Aerospace 1

    Spells
    Manabolt
    Manaball
    Flamethrower
    Fireball
    Combat Sense
    Increase reflexes
    Armor
    Levitate
    Heal
    Invisibility
    Powerball
    Stabilize

    Ruger Super Warhawk
    Laser Sight concealable holster
    10 speedloaders 60 rounds exploding ammo
    10 speedloaders 60 rounds regular ammo
    10 speedloaders 60 rounds stick n shock

    Lined coat with Thermal dampening, fire resitant, chemial protection, insulation, and non conductivity 6

    Goggles 6 with themorgraphic, low light vision, Vision enhancement 2, vision magnification, flare compensation

    Auto picker 6
    monofilament chainsaw
    respirator 6
    survival kit

    combat spellcasting focus 3
    Power focus 2
    Sustaining focus 3

    magical lodge 6

    This should leave 16 BP for any remaining needs, i.e., contacts more gear etc.

    what do you guys think? Haven't played before but trying to get a game together.

  2. - Top - End - #2
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Shadowrun Combat Magician

    I want the character to be able to blast out lots and lots of spells. Also how bad would it be for this character to try to overcast say a force 12 fireball?

  3. - Top - End - #3
    Bugbear in the Playground
     
    Iku Rex's Avatar

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    Default Re: Shadowrun Combat Magician

    I have never actually played SR 4th, but I've been looking into making a character lately. Old Dumpshock threads, like this one, can be a good source of advice IME.

    My initial thoughts:

    * You could get another couple of dice for combat spells with the right mentor spirit (5 BP). (Dragonslayer?)

    * Foci seem very useful. Apparently, a sustaining focus for Increase Reflexes is more or less standard issue for mages.

    * Counterspelling gives you a better chance to survive if you ever run into another mage.

  4. - Top - End - #4
    Ogre in the Playground
     
    Swordguy's Avatar

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    Default Re: Shadowrun Combat Magician

    Too many spells, not enough dice in the stuff that matters. And that's coming from a player who's not an especially good optimizer.


    The important pools for a combat mage are as follows (not necessarily in this order):
    -Drain Resistance
    -Spellcasting
    -Something dealing with Spirits (even if you can't summon them, Banishing is dammed useful)
    -<insert non-magical combat ability here>

    Are all of these pools currently at 12 dice or higher? They should be.



    Moreover, your spell list is way, WAY overkill. You need something more along the lines of the following:
    -Single target attack spell
    -Area-effect Attack spell
    -Physical damage spell
    -Mana-based damage spell
    -Initiative-boosting spell
    -Defensive Spell
    -Healing Spell
    -Utility Spells to taste.

    Note that some of those spells can be the same thing. You can have an area-effect, mana-based damage spell and a single-person, physical damage spell, and both needs will be covered. Thusly, I'd drop your spell list to something a lot more like this:

    -Stunbolt
    -Fireball (because I'm 100% sure that you want to throw this spell around)
    -Increase Reflexes
    -Armor
    -Heal
    -and 2-3 utility spells depending on how you want to help out your team. Good examples are Mass Invisibility, Chaotic World, Orgasm, Levitate, and Sterilize. Note that Sterilize is considered mandatory for MANY teams.


    Thusly, a character that is laid out as follows is probably going to be far more useful both to your party, and to helping you into the game world:

    Spoiler
    Show



    Shadowrun Combat Magician My commentary is in italics

    --------------------------------------------------------------------------------
    When i say combat magician, I mean it.

    Human

    Attributes
    Magician -15BP
    Mild Allergy Gold +5BP
    Moderate Addiction Cigarettes +10BP
    Bad Luck +20BP

    Stats - 270 BP
    Bod 5Damage resist is HUGE...you WILL get shot
    Agi 4
    Rea 2 You should have Increase Reflexes sustained, that's more important than having a high Reaction stat
    Str 2
    Cha 1
    Int 3
    Log 5
    Wil 5
    Ini ? I can't recall the equation and am too lazy to look it up right now
    Edge 2
    Magic 5 remember you pay a BP premium for maxing out an Attribute at creation
    Essence 6

    Skills - 106 BP
    Spellcasting 5 (specialized combat +2)
    Counterspelling 4 add 4 dice to your buddies spell resist tests? Yes please
    Summoning 4 now you can summon spirits to help out or reconniter
    Astral Combat 3 You can astrally project as a mage, be prepared to fight in it
    Automatics 4 (SMGs +2) almost as concealable and WAY better than pistols
    Perception 3
    Assensing 1 part of combat is recon - ID the mage with this so your buds know who to shoot
    Etiquette 1 (Street +2) you do NOT want to default on social checks


    Spells - 16 BP
    Stunbolt
    Fireball
    Increase reflexes
    Heal
    Sterilize
    Levitate
    Turn to Goo Cause it's hilarious
    1 other spell

    28 BP left for gear & contacts

    Weapon & Gear

    SMG of your choice with internal smartlink and smart-glasses for you (+2 dice to shooting!). I prefer the HK227.

    Those same smartglasses can have your thermographic/low-light/etc/etc modifications.

    Get a commlink with an OS that doesn't totally suck. It doesn't have to be good, but you need to have one. Firewall rating of 4, minimum. The other program rating can be 1-2s.

    Get a Force 2 Sustaining Focus (being able to sustain a F2 Increase Reflexes Spell is Good Enough - Force 3 maxes you out on passes and you probably won't need it at first).

    A F2 Power Focus is awesome if you can afford it. I'd go with mundane gear and contacts over any more Foci than these two.

    GET FORM-FITTING BODY ARMOR. Layer it under a stylish armored coat (or one of the Zoe Heritage Line outfits - looking good is important). Now you're up around 10-12 dice in B/I ratings. Combined with a 5 Body and you can soak an errant it or two...this is why (in conjunction with the sustaining spell penalty) you don't have the Armor spell on your list anymore. DO NOT get PPPO and layer it with Form-fitting and other armor. Yes it's legal. It's also cheesey as hell and the designers have said they regret giving PCs the option to do it.

    A Talismonger Contact is MANDATORY. Even if she's a 1/1. Just as long as you know somebody...

    Finally, you need at least one Rating 5+ Fake ID with Licenses for: Casting Magic, Summoning Spirits, Carrying Foci, Carrying Weapons. I suggest a "Paranormal Animal Control Specialist" as your cover...it justifies all of the above licenses neatly.


    With the above character, you're doing the following:
    12 dice for combat spellcasting before Foci
    10-ish dice for Drain Resist
    10-14 dice for damage Resist (Body 5, 6-12 depending on armor choices)
    12 dice for shootin' things (Agi 4, SMG 6, Smartlink 2)

    ...more importantly, you're better at filling your role. Now, not only do you defend your team against magic passively via counterspelling, you can also deal with magic-based threats by assensing them, and either engaging in astral combat yourself, spellcasting at about the level you were originally, or by summoning spirits to deal with the magical threat.
    Last edited by Swordguy; 2012-09-21 at 03:14 PM.
    Quote Originally Posted by Dervag
    Quote Originally Posted by kpenguin
    Thus, knowing none of us are Sun Tzu or Napoleon or Julius Caesar...
    No, but Swordguy appears to have studied people who are. And took notes.
    "I'd complain about killing catgirls, but they're dead already. You killed them with your 685 quadrillion damage." - Mikeejimbo, in reference to this

  5. - Top - End - #5
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Shadowrun Combat Magician

    I might have forgotten to mention that only the core rulebook is available to me.

    Also the GM would probably stick with me being the only mage. I doubt he would get into astral combat. So more of a combat mage meant to fight regular people, ghouls, etc.
    Last edited by tricktroller; 2012-09-21 at 04:10 PM.

  6. - Top - End - #6
    Dwarf in the Playground
    Join Date
    Jun 2011

    Default Re: Shadowrun Combat Magician

    First Rules then opinions
    Rules
    Your Lined coat has 30 points of modification out of a maximum of 9
    Your goggles are availability 18 after stacking all of the mods
    (Your goggles are also useless, they work-like current night vision goggles so you see the world through an electronic screen and..... unless you can see with your EYES you cannot cast a spell at a target so they block your own magic, you need cyberware or natural night vision)

    Casting Fireball at force 12 will inflict 11p Drain on you as a hermetic mage you have dice pool of 10 dice to soak that , on average that means you take 8p damage and are nearly dead.

    You have not got a lifestyle or commlink both are pretty essential (on the other hand you have 12bp so no problem)

    Opinions
    You show a studious lack of interest in social skills, unless another charcter has some you will never get paid very well and will never find any useful information

    You should have an assensing skill it is really useful, drop some perception as other characters can cover that.

    You should ALWAYS have infiltration , (So many characters die from this, nealy as many as die from no social skills )

    You need more sustaining foci as you have several spells (COmbat sense, Armour, Improved reflexes that need sustaining to be useful) however you probably can't get them at the start so plan on getting them with cash and Karma

    Not summoning spirits takes away about half or more of your abilities so its silly

    Invisibility is a good spell, however it only works on living targets drones and cameras can still see you. Take Improved Invisibility

    Astral combat will happen if you perform any astral projection and run into astral security (mages/spirits ) and is also the best way to get rid of hostile spirits . However given your cha of 1 you are largely harmless in astral combat anyway

    Also why have you spent 4 pts on learning to fly the space shuttle badly? That is a skill you will never need

    Also NO COUNTERSPELLING!!!!! You like being killed by enemy mages?

    On Swordguy's comments
    Generally agree except I consider the banishing skill pointless less drain from using Mana/stun bolt or astral combat

  7. - Top - End - #7
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Shadowrun Combat Magician

    Ok guys here is what I would like a character with max magic and spellcasting with specialization in combat magic. Can you guys write me up a character like that?

  8. - Top - End - #8
    Orc in the Playground
     
    Poil's Avatar

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    Default Re: Shadowrun Combat Magician

    Yes.

    Well not until tomorrow that is, and it's not a promise. But you need to set some basic preferences to race and such or I'll be putting together a centaur with a spell list appropriate for raiding a strip club.
    Awesome avatar by RustMonster

    Constipated Lizard Slayer

  9. - Top - End - #9
    Dwarf in the Playground
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    Jun 2011

    Default Re: Shadowrun Combat Magician

    Yes but my software produces PDF's which won't post to the board

  10. - Top - End - #10
    Barbarian in the Playground
     
    PirateCaptain

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    Jun 2012

    Default Re: Shadowrun Combat Magician

    Lol core book only for races other than that I want him time blow things and people up. Or he can be a close combat monster. Either one works for me.

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