[M&M] Shadowrun [Recruiting]

As I thought. I have such a knack for finding character types that I know I'm going to like... (I knew I'd love the Druid and Shaman on WoW before I even bought the original game pre-BC).

AND I KNOW SPELLS! Woooooo :)
 

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Thanks WD; I really haven't got a good grasp yet on the magic issues yet.

Also the equipment costs for some of that stuff on the Occult Investigator's list I made up. I think the goggles and ear enhancements are too high, probably can get 2PP back from equipment costs as well.
 

STR DEX CON INT WIS CHA
+0 +1 +1 +2 +4 +4
10 12 12 14 18 18

TOUGHNESS FORTITUDE REFLEX WILL
+3/+1* +4 +4 +8
*Flat-footed

Skills: Bluff 8 (+12), Concentration 4 (+8), Diplomacy 4 (+8), Disable Device 4 (+8), Gather Information 8 (+12), Intimidate 4 (+8), Investigate 8 (+10), Knowledge (arcane lore) 10 (+12), Knowledge (streetwise) 8 (+10), Language 2 (player’s choice), Notice 6 (+10), Search 8 (+10), Sense Motive 8 (+12), Stealth 6 (+7)

Feats: Contacts, Defensive Roll 2, Dodge Focus 3, Equipment 2, Luck, Ritualist, Well-Informed
Equipment: pistol (+3 damage), cell-phone, plus 3 points of miscellaneous items

Powers:
Super-Senses 1 (mystic awareness)

Combat: Attack +5, Grapple +5, Damage +0 (unarmed), Defense +9 (+3 flat-footed), Knockback –1, Initiative +1

Abilities 24 + Skills 22 (88 ranks) + Feats 11 + Powers 1 + Combat 22 + Saves 10 = Total 90

Here is the M&M occult investigator archetype
 

Eh? What happened to the spells?

That's the part I was hoping to see. This is a skill focused guy that looks much different than my SR4 Archetype. Granted I find nothing wrong with the choices as a customized character though.

I am not sure what Ritualist really brings to the table with 1PP, have to look at it some more. I read it last night, but didn't really understand how it fits or is used, but saw it on the Archetype in W&W. If I have time I will work on the Dwarf Drone Rigger (again based on SR4 build not my personal choices).
 

STR DEX CON INT WIS CHA
+0 +1 +1 +2 +4 +4
10 12 12 14 18 18

TOUGHNESS FORTITUDE REFLEX WILL
+3/+1* +4 +4 +8
*Flat-footed

Skills: Bluff 6 (+10), Concentration 4 (+8), Diplomacy 4 (+8), Disable Device 2 (+6), Gather Information 8 (+12), Intimidate 4 (+8), Investigate 8 (+10), Knowledge (arcane lore) 10 (+12), Knowledge (streetwise) 8 (+10), Language 2 (player’s choice), Notice 6 (+10), Search 8 (+10), Sense Motive 8 (+12), Stealth 6 (+7)

Feats: Contacts, Defensive Roll 2, Dodge Focus 3, Equipment 2, Well-Informed
Equipment: pistol (+3 damage), cell-phone, plus 3 points of miscellaneous items

Powers:
Super-Senses 1 (mystic awareness)

Sorcery 6
1 Spell

Combat: Attack +5, Grapple +5, Damage +0 (unarmed), Defense +9 (+3 flat-footed), Knockback –1, Initiative +1

Abilities 24 + Skills 22 (88 ranks) + Feats 9 + Powers 4 + Combat 22 + Saves 10 = Total 90

Here is the M&M occult investigator archetype with sorcery instead of ritual and with a bit lesser feats and skills. Each 4 point reduction can give you 1 more spell. As does any 1 point Ability reduction.
(each additional spell is just an AP to the base spell you gain from sorcery. Magic (sorcery without fatigue) it THE poster-child for Arrays / Powers with Alternate Power structures).


What about my astral projection question?
 


Re: astral projection

IIRC, astral projection is really just an Aura Reading kind of trick. You could also make it a limited Teleportation power (astral only)?
 

WD; I guess what I really need is how to build the Archetype as it is in SR4. I captured the picture of what I am talking about.

He has conjuring skill (Ritualist feat?)
5 Spells: Ignite, Improved Invisibility, Influence, Mind Probe, Stun Bolt

Plus he was able to afford some Matrix gear in the form or Enhanced goggles and earbuds that cost probably 2-3PP each as Equipment.

Then he has Astral Projection.

Somehow we have to make it fit and work at PL6, it it means he is short on skills, ability stats, saves and combat that's fine. The problem for me is I don't know how some of it works. I get the things that are familiar d20 stuff, like feats and skills okay, and the equipment too. It's the translating magic into Powers that is getting me and the spells themselves with the exact cost of things itemized.

If you can help me figure out how to make it, then I can probably make the Combat Mage and Shaman after that.

Afterward, then people can customize to fit what they want. Every one of the Archetypes I have made so far are not what I would have done if it was my character, but it does help to figure out what things cost to be able to customize.

Mechanically I am not sure how the Spells, Ritualist, and Astral projection would work either, but maybe I can figure it out later. I am hoping to learn that from Mazalan, but I am still not clear how you made your mage over there either. It looks like you originally started with the Archetype I saw in W&W.
 

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ok, first I need a primer on what you can do with astral projection in Shadowrun 4e. Can you cast spells while you do it? Can you affect the real world? If there is no great effect, perhaps we could declare it as super-movement (Dimensional Movement) 1 (2 PP) the the special effect, that you leave your real body behind.

Ritualist is: "Can do any effect with time and high enough skill roll." I don't think taht is very approciate for Shadowrun.

BTW: Rigging should be Possession with range extra, but only effecting machines with rigging controls.
 


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