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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