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= | |Metatype=Human | ||
|Threat Level= 4 | |Threat Level= 4 | ||
|Faction=Halloweeners | |Faction=Halloweeners | ||
|Resource Link=link to resource, if any | |Resource Link=link to resource, if any | ||
|Has Thematics Approval= | |Has Thematics Approval=Yes | ||
|Has Mechanics Approval=No | |Has Mechanics Approval=No | ||
}} | }} | ||
Line 12: | Line 12: | ||
==Standard Operating Procedure/Rules of Engagement== | ==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.<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 | |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: | |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 | *Alphaware Damage Compensators R3 | ||
*Platelet Factory | *Platelet Factory | ||
*Synaptic Booster 1 | |||
|Gear= | |Gear= | ||
* | *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 17:23, 18 November 2024
Base Metatype | Human |
---|---|
Threat Level | 4 |
Typical Faction | Halloweeners |
Thematics Approval | Yes |
Mechanics Approval | No |
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 |
| ||||||||||
Qualities |
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Skills | Spellcasting 6, Counterspelling 6, Ritual Spellcasting 6, Con 6, Assensing 6, Arcana 6, Conjuring 4, Influence 2 | ||||||||||
Knowledge Skills | |||||||||||
Augmentations |
| ||||||||||
Spells | Manabolt, Powerbolt, Flamethrower, Fireball | ||||||||||
Adept Powers | N/A | ||||||||||
Gear |
| ||||||||||
Weapons | |||||||||||
Vehicles |
|