The best use of Edge is almost invariably to reroll your misses - at which point having more doesn't help save that you can use it more often. The faster Edge refreshes, the more pointless it is to have an Edge of much more than 3 or so. The higher the better as higher edge gives you both more uses and more effect on the most common use for magicians (I really want lots of hits on this spellcasting test, and I don't want to be limited by the force of the spell.) Orca wrote:Edge is absurdly good IMO, especially if it refreshes as often as the book suggests. The other stuff all seems good.Įdit: dropped the skill specializations to get two more spells.Įdit: added an alternate spell list after looking at a few more spells The threads mentioned seemed to indicate that Edge isn't as important, but the other two players are both at Edge 1, so I was kinda going the stark opposite direction. ``Spells List if Street Magic is deemed an allowed book: 25 Incompetent (longarms, automatics, pistols, blades, clubs) Ones which if you know one or more of them you can automagically be on my team, whatever else it is that you do.ĥ Mentor Spirit (Cat, Infiltration) I mean sure, special shout-outs go to Power Bolt, Improved Invisibility, Resist Pain, Levitate, Sterilize, and Animate - but the ones actually on the list are the best. It serves as an attack, a defense, and a utility spell and operates on a completely random set of physical laws that other things do not apply to. You can use this spell on hostages to sequester them out of harm's way and on teammates you are smuggling through security. Once in goo form, a character is actually pretty hard to hurt and doesn't need to breathe. First, it can be used as a simple Save-or-Die to drop an enemy right out of the fight, but secondly it can also be used to store characters in relative safety. Almost anyone can hold out against torture if they think they are going to die anyway. Mind Probe - It's actually really hard to interogate people. It's like having a portable door that also doubles as virtually unbreakable restraints.ĩ. That means that you can use it to open things and close them again. Shape Metal - Yes, you read that right, this is a sustained spell. However, this spell allows you to get pretty much anyone to do pretty much anything they could do in 15 seconds. Control Thoughts - The long term effects of this are pretty small, as it takes anyone just a few combat rounds to shake it off. Drain is intense, but seriously - holy crap.ħ. Trid Phantasm - Information is power, and Trid Phantasm allows you to create any information you want. It's hard for you to do anything while you're doing it, but who cares?Ħ. It's a one-stop nut-punch to essentially any magical threat. Mana Static - The answer to spirits and enemy magicians. The point is that you shouldn't leave the house without this spell.ĥ. Game mechanically it is used before getting to normal repairs while the Heal spell is used after First Aid - but whatever. Fix - cumulative and separate from technical repairs. Physical Mask - also doubles as an attack spell since you can mask yourself as someone who doesn't have a light machine gun.Ĥ. As per the example in the basic book it is capable of telling you not only where creatures are, but what they are and even what they are doing. Detect Life - bypasses all senses and goes straight for the Star Trek Tricorder bullshit. Heal - it operates separately and cumulatively with First Aid and is therefore not replaceable by anything. I guess that's it for my questions at the moment.įrankTrollman wrote:Someone asked me for a top ten list once:ġ. Now, assuming that this is a good approach to learning which sections of the game need to be learned first:Īre the default characters any good? Do they have any big flaws or can they be looked at as examples to build similar characters to?Īny general pointers to character creation? I'm thinking about a mage, the 3e guy is thinking about a troll "tank guy", and the third guy wants to do something like the covert ops example (stealth, guns, etc).Īny other things that new people to the game should be aware of? I've noticed the Matrix replacement rules, but that's it. So we're all kinda looking at character creation as a way to become familiar with the rules. There's some other guys (including a potential alternate GM), but they're not around at the moment. One guy has played a lot of 3e shadowrun, and two of us haven't played shadowrun at all before. New to shadowrun, my friends and I are making some characters for the "4E 20th anniversary" edition.
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