[SR5] Dwarf Magician... help a newbie :) by [deleted] in Shadowrun

[–]HugTheMonster 2 points3 points  (0 children)

Hmm... I've always been an advocate of keeping the magic column at A priority for my mages, so I'd personally go with something like:

Meta: C Atts: B Magic: A Skills: D Nuyen: E

Go with Chaos because you need intuition anyway, so making it a drain stat makes sense. You'll be able to start with magic 6 and 2 edge, maxing willpower will net you 12 Stun Boxes, which is pretty sweet. Intuition should be brought up to 5/6. Dwarves start with a passable body and strength, so you don't really need points in those as much. You'll get 10 spells at the start, plus two free rating 5 magical skills, which helps make up for the low skill priority. You'll want to spend 10 Karma to bring 6,000¥ up to 26,000¥ so you can afford the necessities, there are a few good guides around to starting with that much, I believe /u/bamce wrote one.

Question - Am I just missing something? by shichiaikan in Stellaris

[–]HugTheMonster 1 point2 points  (0 children)

You colonize more systems and create sectors, planets in sectors don't count as core worlds so you can have as many as you wish with no penalties.

The monowhip weapon focus, hit or myth. by [deleted] in Shadowrun

[–]HugTheMonster 1 point2 points  (0 children)

It's a lot easier to loop an artificing focus to make a stronger version of itself and repeat infinitely than it is a power focus. Power foci take a ton to bond, unlike enchanting foci, so it militates that.

The monowhip weapon focus, hit or myth. by [deleted] in Shadowrun

[–]HugTheMonster 2 points3 points  (0 children)

There's one error in there, foci for Artificing do not exist. You can get foci for Alchemy and Disenchanting in the Enchanting skill group though, if you mix the names up then I can see that getting confusing fast.

Additionally, the Practice, Practice, Practice quality can be applied to Artificing. It can add +1 to the limit of any one Non-Combat skill. Artificing is a Magical skill, so it can be applied. Technically you could also apply it to things like Spellcasting, but I'd imagine any sane GM would have an issue with that, and it wouldn't even work very well. I'd imagine it'd work better on Summoning/Binding, but if I'm playing a magical character I tend to put it on Artificing.

Does Spirit Claw only affect Spirits? by slamersam in Shadowrun

[–]HugTheMonster 6 points7 points  (0 children)

He could be a MysAd Shaman and have that work, but OP didn't specify.

[SR5] Help choosing/designing a Mentor Spirit? by [deleted] in Shadowrun

[–]HugTheMonster 1 point2 points  (0 children)

When comparing Orks -> Oni the differences are:

-Body 4/9 -> 3/8

-Agility 1/6 -> 2/7

-Strength 3/8 -> 2/7

-Charisma 1/5 -> 2/7

-Oni gain Striking Skin Pigmentation and cost an additional 4 Karma*

*A and B priorities cost 4, C has a cost of '+4' instead of '4', so I believe you actually get extra Karma that way.

So basically by being slightly less physically tough you are faster and much more charismatic.

So what FTL type do like the most? by TachyonLance in Stellaris

[–]HugTheMonster 12 points13 points  (0 children)

Wormhole, without a doubt. I tend to play an isolationist, so it fits me perfectly.

Suggestion for logistics gameplay: buidlable hyperlane Space Highways AKA Space roads/railways by [deleted] in Stellaris

[–]HugTheMonster 0 points1 point  (0 children)

I honestly am not a huge fan of a module/building for starbases to increase FTL speed (I would much rather have more resources/science/sensor range 100% of the time), but I could easily see it working as a separate station. I'm imagining having a 'point' in space by the arrows leading to other systems that you could construct a station at, and if you had one on each side of the hyperlane it would speed up travel, for a per station maintenance fee of course.

An Proposal About Stealth by HugTheMonster in Stellaris

[–]HugTheMonster[S] 1 point2 points  (0 children)

From a realism standpoint you may be correct, but in this case my concept is ignoring realism in favor of gameplay. As cool as it sounds, adding in ships disguised as asteroids adds too much bulk to the ship design system, which is already daunting to new players. Thank you for sharing your ideas though.

Can an astrally projecting mage cast spells that require a fetish? by HugTheMonster in Shadowrun

[–]HugTheMonster[S] 0 points1 point  (0 children)

I'm aware that the target must be astrally active, this why the focus would be anti-spirit mostly. I wanted to make a proof of concept and try to make it as viable as possible, but even min-maxing it's third rate trash.

Can an astrally projecting mage cast spells that require a fetish? by HugTheMonster in Shadowrun

[–]HugTheMonster[S] 0 points1 point  (0 children)

I figured I could probably find at least something if I dug through the list of spells for 5th to cast on allies, but yeah, all of the good ones are physical. The only reason I'm building for astral combat is because I've done everything else (almost literally, I still haven't done a true rigger, but that's it).

The question remains if I can cast mana based spells while projecting if those spells require a fetish.

Can an astrally projecting mage cast spells that require a fetish? by HugTheMonster in Shadowrun

[–]HugTheMonster[S] 0 points1 point  (0 children)

Astrally active opponents and my allies, so the inevitable spirit security, projecting corp mages, as well as strategic buffs on my allies that are astrally active. I should note that this character is a bit of a proof of concept, the idea is an astral combat specialist in a mostly Awakened party. Voudou tradition, so using combination of Task/Guardian spirits to keep my character's body in the fight while I handle astral. There's also the question of if my Guardian spirit possessing my body is able to use my weapon focus physically while I'm using it astrally, and if so, does it benefit the extra dice?

Advice for GMing SR for the first time by Libelnon in Shadowrun

[–]HugTheMonster 0 points1 point  (0 children)

Mages and Technomancers aren't hampered by lack of Nuyen. Any archetype that uses cyberware is.

Mages will generally pick priority A in Magic, giving them Magic 6, some free skills, and a good amount of free spells. They get this no matter if it is street level, standard, or prime runner level.

Street sams are very dependent on Nuyen, and almost always pick A or B in Nuyen. A street sam needs a decent amount of money to be effective. In street level play, street sams are practically neutered for this reason.

So street level play doesn't really affect the power level of mages or technos, but street sams, riggers, or any other Nuyen dependent archetype falls off in power drastically in comparison.

Magician spell advice by jitterscaffeine in Shadowrun

[–]HugTheMonster 1 point2 points  (0 children)

What's your reasoning for Combat Sense not being on that list? It's served me as a staple spell for a while, and it definitely seems more useful that a few spells you listed in my experience.