![]() ![]() Speaking of resources-30 Build Points nets you the million. Initiation is not cheap, so keep this in mind(but it is powerful.) SHADOWRUN CHARACTER SHEET 3RD FULLYou get 25 Spell Points for being a full mage and extra cost 25k each. (there are pools too of course which are figured out after you get the basics down.) my elven adept has Industrial/Aggrotech music, Underworld Politics, Tir Tairngire Politics, Occult and Elven Society given his pretty widely speckled background. Knowledge wise, Magical Theory, Magical Threats, and-well these are all over. It's typically good to get some personal protection(ranged and/or melee, whatever you want) so you don't have to suffer Drain from having to cast spells all day(even low Drain spells can have an unlucky Drain roll). Edged Weapons(Katana) 4(6) is the same 6 dice to hit with a katana, 4 if you, say, had to pick up a knife. So Sorcery 6 becomes Sorcery(Spellcasting) 5(7), which means you'd roll 7 dice when casting spells, but 5 when, say, counterspelling. SHADOWRUN CHARACTER SHEET 3RD FREEYou get free Knowledge Skill points equal to your INTx5 and Language equal to your Int x 1.5(so a 6 Int character gets 9 language skill points.) Specializing lowers the base skill by 1 but raises specialization by 1. Then lots of other skills-Car, Pistols, Edged Weapons, Etiquette and so on. ![]() Sorcery is spell based stuff, Conjuring is.Conjuring, Enchanting deals with Enchanting, and then there's Aura Reading. I think the usual book max is 30, but check with your GM. Stat wise, Charisma, Intelligence and Willpower are important for casters, but with 150 points you can easily branch out as a backup, so you don't have to dump Body/Quick/Strength. Not sure what race you're looking for but there you go subtract whatever that is. Orks and Dwarves cost 5 points, Trolls and Elves 10. Elves make better Conjurers with the Charisma bonus, but Dwarves get a Willpower bonus which is awesome in SR3, and their Body and Strength bonuses actually come in handy for making them sturdy. Race: If you're looking to min-max a mage, Dwarves are rather excellent. Shamans need to pick a Totem(go check those out they're in SR3, as well as various sourcebooks like Magic in the Shadows.) This gives you access to spellcasting based stuff, conjuring based stuff, and full access to Astral Space. So Shamans first would need Magic Full Magician under Build Points are 30 right off the bat. Getting some free Knowledge/Language skills are nice. 150 Points with 10 of Edges and Flaws(I assume each) probably means a bit higher power of a game(I play a lot of 3e, 120-126 Build Points is pretty standard that I've seen at most tables, though we use the karmagen method), BUT it's not really like Super Prime by any means. ![]()
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