Difference between revisions of "Experienced Halloweener Elementalist"

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<br />{{Grunt NPC Infobox
<br />{{Grunt NPC Infobox
|Unit Name={{PAGENAME}}
|Unit Name={{PAGENAME}}
|Metatype=Grunt Metatype
|Metatype=Human
|Threat Level= 4
|Threat Level= 4
|Faction=Halloweeners
|Faction=Halloweeners
Line 12: Line 12:


==Standard Operating Procedure/Rules of Engagement==
==Standard Operating Procedure/Rules of Engagement==
A short description of how to use the grunt in a game.
The Halloweener Elementalist thematically like to use flamethrower and fireball since that fits with their gang's theme. As part of a medium threat run, however, the runners can be expected to be faced by "Landmine" effects like manabolt and powerbolt. As direct combat spells, they are resisted with just willpower or body respectively. This can prevent sizeable challenges to defense and soak tanks. To avoid metagaming, you should have the elementalist target street samurai with manabolt, and mages and other supports with powerbolt regardless of whether those are actually their weakest attributes. If the fireball and flamethrower spell aren't able to effectively hurt the runners, then make sure to switch it up.<br>
 
If you'd like to get some extra oomph with a spell, then have the grunt spend a task from their bound spirit to aid sorcery and add 4 dice to their casting pool.<br>
Remember to have the elementalist declare that they're counterspelling with a free action or as an interrupt when targeted by a spell.<br>
Pay careful attention to the BGC of the area. If this is in an area that the grunt wouldn't be acclimated to, then remember to apply penalties as appropriate and disable foci as relevant.<br>


==Stat Block==
==Stat Block==
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|Body=5
|Body=5
|Agility=4
|Agility=4
|Reaction=5
|Reaction=5(6)
|Strength=2
|Strength=2
|Willpower=5
|Willpower=5
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|Intuition=5
|Intuition=5
|Charisma=3
|Charisma=3
|Essence=5.1
|Essence=5
|Special Att=
|Special Att=4
|Condition Monitor=11/11
|Condition Monitor=11/11
|Physical Limit=5
|Physical Limit=5
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*Tradition: Chaos
*Tradition: Chaos
*Fire Elementalist (Apprentice)
*Fire Elementalist (Apprentice)
|Initiative=*AR: 10+1d6
|Initiative=*AR: 11+2d6
*Cold-Sim VR:  
*Cold-Sim VR:  
*Hot-Sim VR:  
*Hot-Sim VR:  
|Skills= Spellcasting 6, Counterspelling 6, Ritual Spellcasting 6, Con 6, Assensing 6, Arcana 6, Conjuring 4, Influence 2
|Skills= Spellcasting 6, Counterspelling 6, Ritual Spellcasting 6, Con 6, Assensing 6, Arcana 6, Conjuring 4, Influence 2
|Knowledge Skills=
|Knowledge Skills=
|Spells= Manabolt, Powerbolt, Flamethrower, Fireball
|Augmentations=
|Augmentations=
*Damage Compensators R4
*Alphaware Damage Compensators R3
*Platelet Factory
*Platelet Factory
*Synaptic Booster 1
|Gear=
|Gear=
*Power Focus R2
*Spellcasting Focus R2
*Counterspelling Focus R2
*Counterspelling Focus R2
*Armor Jacket
*Armor Jacket - Fire Protection 6, Non-conductivity 6
*Helmet
*PPP Legs
*Fashion Gas Mask
*Trode Patch
*Contacts + Image Link + Thermographic Vision + Vision Magnification
*Glasses + Vision Enhancement 3 + Flare Compensation
*Earbuds + Sound Link + Select Sound Filter + Audio Enhancement 1
*Reagents, 200
|Vehicles=
*Fire Spirit F4 - 4 tasks
 
}}
}}

Latest revision as of 01:35, 3 November 2024


Experienced Halloweener Elementalist
Placeholder.png
Base MetatypeHuman
Threat Level4
Typical FactionHalloweeners
Thematics ApprovalNo
Mechanics ApprovalNo

Description

This Halloweener has dedicated themself to the flame.

Standard Operating Procedure/Rules of Engagement

The Halloweener Elementalist thematically like to use flamethrower and fireball since that fits with their gang's theme. As part of a medium threat run, however, the runners can be expected to be faced by "Landmine" effects like manabolt and powerbolt. As direct combat spells, they are resisted with just willpower or body respectively. This can prevent sizeable challenges to defense and soak tanks. To avoid metagaming, you should have the elementalist target street samurai with manabolt, and mages and other supports with powerbolt regardless of whether those are actually their weakest attributes. If the fireball and flamethrower spell aren't able to effectively hurt the runners, then make sure to switch it up.

If you'd like to get some extra oomph with a spell, then have the grunt spend a task from their bound spirit to aid sorcery and add 4 dice to their casting pool.
Remember to have the elementalist declare that they're counterspelling with a free action or as an interrupt when targeted by a spell.
Pay careful attention to the BGC of the area. If this is in an area that the grunt wouldn't be acclimated to, then remember to apply penalties as appropriate and disable foci as relevant.

Stat Block

Stat Block

B A R S W L I C Ess Special Att
5 4 5(6)"(6)" can not be assigned to a declared number type with value 5. 2 5 2 5 3 5 4
Condition Monitor 11/11"/11" can not be assigned to a declared number type with value 11.
Limits Physical 5, Mental 5, Social 6
Initiative
  • AR: 11+2d6
  • Cold-Sim VR:
  • Hot-Sim VR:
Qualities
  • Tradition: Chaos
  • Fire Elementalist (Apprentice)
Skills Spellcasting 6, Counterspelling 6, Ritual Spellcasting 6, Con 6, Assensing 6, Arcana 6, Conjuring 4, Influence 2
Knowledge Skills
Augmentations
  • Alphaware Damage Compensators R3
  • Platelet Factory
  • Synaptic Booster 1
Spells Manabolt, Powerbolt, Flamethrower, Fireball
Adept Powers N/A
Gear
  • Spellcasting Focus R2
  • Counterspelling Focus R2
  • Armor Jacket - Fire Protection 6, Non-conductivity 6
  • Helmet
  • PPP Legs
  • Fashion Gas Mask
  • Trode Patch
  • Contacts + Image Link + Thermographic Vision + Vision Magnification
  • Glasses + Vision Enhancement 3 + Flare Compensation
  • Earbuds + Sound Link + Select Sound Filter + Audio Enhancement 1
  • Reagents, 200
Weapons
Vehicles
  • Fire Spirit F4 - 4 tasks