![]() Status/Availability: out of print/very rare He was an utter newb, though, and I'm very newbish as well, so maybe that wasn't indicative.(An explanation of the items in each book review can be found here.)ħ100: Shadowrun Where Man Meets Magic And Machine (softcover)Īuthors: Bob Charette, Paul Hume, Tom Dowd, Dave Wylie & Jordan Weisman I'm hardly an expert and have barely any experience with a technomancer in the party, but back when we had one in our last game, he never got out of his cocoon which was in a motorcycle so it could fit indoors (and it was tricked out to climb staircases and walls if it had to), and I never once saw him take physical fade damage. ![]() When would I heal his fade? As I understand it, a) he'll never be in my LOS or touch range since he'll by and large stay in his vehicle(s), and b) most often his fade will cause stun damage. Channelling seems like a major win since I can still be a magician while my loa lays down some smacks, but I suppose Great Form could be worth it. I also thought Great Form spirits took a metamagic? I have Channelling and can only initiate once (GM has declared this, so I didn't bother looking up what normal karmagen rules are for this). Clearly I need to more closely examine their abilities. That would definitely make Laser less enticing. I didn't realise my spirits could get elemental attacks. ![]() I get that they stack provided you use the kit first, but I can't figure out in what context I'd ever actually cast the spell. We also have a skilled technomancer in the group I didn't have anything to do with his build so I haven't read his character sheet, but I believe he's grabbing Command 6 and will own a rank 6 medkit, which as I understand it will mean his healing will completely outclass my own. I also worry about taking Heal in our last game, no one took physical damage unless it was stun damage overflowing, by which point healing the physical would not have brought them back. I am not confident in any of these decisions. Levitate is absent because I can summon spirits with Psychokinesis. I've let the mind control spells go because I can summon spirits with the Influence power, and Improved Invisibility isn't present because between my two illusion spells I think I ought to be able to get by. If it's super important, I can recover karma (we're using karmagen, not BPgen) from elsewhere to buy more spells if I simply need more than this, since my body and armor don't actually need to be as high as they are - I'll die in one hit regardless - but I was thinking more along the lines of swapping them out for other spells. My current spells are Stunbolt, Stunball, Laser, Heal, Improved Reflexes, Improved Charisma, Physical Mask, and Trid Phantasm. I'm a Voodoo tradition mage (from Haiti - 4 ranks in French ^.^). So it's important to me that my initial spell selection be broadly useful, since it's likely to take a while before I can buy new ones with karma and nuyen. I want to be sure I'm picking my initial spells sensibly, because my gaming group tends to make character advancement a pain in the neck - our GM wants to roleplay out shopping and learning, so downtime can't be used, but some of the other players want action every session, so uptime can't be used. I've never built a Magician before - this will be my second Shadowrun character ever my first was a cybered adept.
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