From: | TopCat <topcat@***.NET> |
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Subject: | Re: The Chromium Mage |
Date: | Fri, 25 Jul 1997 01:40:52 -0500 |
Attributes (50 pts)
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Body: 3(6) Reaction: 6(10)
Quickness: 6 Initiative: 6+1D6(10+3D6)
Strength: 2 1 point impact armor
Charisma: 1 Combat Pool: 9
Intelligence: 6 Sorcery Pool: 6
Willpower: 6
Skills (10 pts)
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Sorcery: 6
Magic Theory: 3
Hermetic: 5
Magician: Hermetic Mage (20 pts)
Resources: 400,000 nuyen (20 pts)
Cyberware
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Wired Reflexes 2 (3.00 essence)
Dermal Sheath 2 (1.40 essence)
Bioware
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Trauma Damper (0.40 body index)
Spells
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Mana Missile 6 (drain 3M physical)
Stun Bolt 6 (drain 2S physical)
Treat 6 [drain 3(wound level) physical, target 7]
Redirect 6 [drain (1/2 spell force)(spell damage code - 1 DC) physical]
Power Dart 6 (drain 4L physical)
Equipment (135,000)
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Secure Jacket (dikoted) 6/4 armor rating
Helmet (dikoted) 2/2 armor rating
Forearm Guards (dikoted) 1/3 armor rating (only in melee)
Large Riot Shield (dikoted) 3/1 armor rating (not in melee)
>>>>[That's an 11/8 armor factor, 9/10 in melee, 8/7 without
toys]<<<<
DocWagon Platinum
As much high lifestyle as can be afforded...
Not only does he cause an enormous amount of damage, he gets to do it often,
can dodge anything shot at him with ease, and (should by some miracle, he be
hit) handle damage if it does get through. Not too shabby, eh? Fully
legal, too. Not a munchkinous bone in his body. Didn't need any edges or
flaws to do this. Didn't need any optional tweaks. He just plain rocks.
As this character gains in karma, he'll increase few things....
1) Sorcery - for increased sorcery pool
2) Spell Forces - for irresistable spells
3) Spells - As many high-force/low-drain spells as possible (my fave is a
force 12+ manadart)
4) Stats - gotta raise Body, so he's nigh-impossible to hurt, and Strength,
so he can eventually wear dikoted heavy military armor...
Physical drain is actually a good thing for this character (he can Treat
it). The spells' drains are generally so low anyway that he should resist
them with ease. Then if your GM allows for some serious rule-bending... **I
WOULD NOT ALLOW THIS!!**... the Trauma Damper helps him resist drain further
through it's ability to lower TNs to resist pain by 2. After all, physical
drain is nothing if not pain (btw, **I WOULD NOT ALLOW THIS!!**). So drains
go from 3 TN to 2 TN (can't go lower) and that Treat suddenly becomes much
(33.4%) easier to cast if needed. If that's allowed, then pump up the Mana
Missile to a Mana Bolt and the Power Dart to a Power Bolt.
Did I mention that I would not allow Trauma Dampers to do that? Well, I
wouldn't...
Granted, this character represents perhaps the pinnacle of powergaming for
his sort. It was intended to be such though, and I have no intentions
whatsoever of playing such a beast (though I would happily play a cybered
mage, this one doesn't thrill me). For those of you lacking in moral fiber,
give the guy a shot and I guarantee that (if you follow the guidelines for
the character) you won't be disappointed in the results. It's also fairly
easy to convert this creature to the priority-based system should that be
your wish.
Enjoy at your own risk...
--
Bob Ooton
topcat@***.net