Difference between revisions of "Ganger Mage"
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==Description== | ==Description== | ||
Street mages may not have quite the same magical potential as shadowrunners, but they have less restraint. Looking as big and scary as possible is important to them. When they gather in groups, they often see who can summon the most powerful spirits or create the biggest fireballs. | |||
==Standard Operating Procedure/Rules of Engagement== | |||
Drain will go physical if a spirit of a Force greater than the conjurer's Magic is summoned, or if a spellcasting test gets more hits than the sorcerer's Magic. As long as the drain value is low enough, this is manageable, as the street mage has a pool of 8 to soak. If they take a little physical damage, then meh. Worth it to summon a Force 4 fire spirit or make a big Manaball that could take out an entire enemy squad. They tend to rely more on the spirit, which will be more powerful than them. | |||
Stay behind the spirits and the big guys with guns, sling mana or take opportunistic shots when needed. | |||
==Mecahnical Information== | ==Mecahnical Information== | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
!style="width:10%;text-align:center"|BOD | ! style="width:10%;text-align:center" |BOD | ||
!style="width:10%;text-align:center"|AGI | ! style="width:10%;text-align:center" |AGI | ||
!style="width:10%;text-align:center"|REA | ! style="width:10%;text-align:center" |REA | ||
!style="width:10%;text-align:center"|STR | ! style="width:10%;text-align:center" |STR | ||
!style="width:10%;text-align:center"|CHA | ! style="width:10%;text-align:center" |CHA | ||
!style="width:10%;text-align:center"|INT | ! style="width:10%;text-align:center" |INT | ||
!style="width:10%;text-align:center"|LOG | ! style="width:10%;text-align:center" |LOG | ||
!style="width:10%;text-align:center"|WIL | ! style="width:10%;text-align:center" |WIL | ||
!style="width:10%;text-align:center"|MAG | ! style="width:10%;text-align:center" |MAG | ||
|- | |- | ||
|style="text-align:center"|3 | | style="text-align:center" |3 | ||
|style="text-align:center"|3 | | style="text-align:center" |3 | ||
|style="text-align:center"|4 | | style="text-align:center" |4 | ||
|style="text-align:center"|2 | | style="text-align:center" |2 | ||
|style="text-align:center"|2 | | style="text-align:center" |2 | ||
|style="text-align:center"|4 | | style="text-align:center" |4 | ||
|style="text-align:center"|4 | | style="text-align:center" |4 | ||
|style="text-align:center"|4 | | style="text-align:center" |4 | ||
|style="text-align:center"|2 (Hermetic) | | style="text-align:center" |2 (Hermetic) | ||
|} | |||
{| class="wikitable" | {| class="wikitable" | ||
!style="text-align:right"|Initiative | ! style="text-align:right" |Initiative | ||
|colspan="11"|8 + 1D6 | | colspan="11" |8 + 1D6 | ||
|- | |- | ||
!style="text-align:right"|Armor | ! style="text-align:right" |Armor | ||
|colspan="11"|15 | | colspan="11" |15 | ||
|- | |- | ||
!rowspan="1" style="text-align:right"|Condition Monitors | ! rowspan="1" style="text-align:right" |Condition Monitors | ||
|style="text-align:right"|'''Grunt''' | | style="text-align:right" |'''Grunt''' | ||
|colspan="10"|10 | | colspan="10" |10 | ||
|- | |- | ||
!rowspan="3" style="text-align:right"|Limits | ! rowspan="3" style="text-align:right" |Limits | ||
|style="text-align:right"|'''Physical''' | | style="text-align:right" |'''Physical''' | ||
|colspan="10"|4 | | colspan="10" |4 | ||
|- | |- | ||
|style="text-align:right"|'''Mental''' | | style="text-align:right" |'''Mental''' | ||
|colspan="10"|5 (Also Astral limit) | | colspan="10" |5 (Also Astral limit) | ||
|- | |- | ||
|style="text-align:right"|'''Social''' | | style="text-align:right" |'''Social''' | ||
|colspan="10"|5 | | colspan="10" |5 | ||
|- | |- | ||
!rowspan="2" style="text-align:right"|Skills | ! rowspan="2" style="text-align:right" |Skills | ||
|style="text-align:right"|'''Active''' | | style="text-align:right" |'''Active''' | ||
|colspan="10"| | | colspan="10" | | ||
*'''Summoning''' - 4 | *'''Summoning''' - 4 | ||
*'''Intimidation''' - 4 | *'''Intimidation''' - 4 | ||
Line 76: | Line 80: | ||
*'''Firearms Group''' - 2 | *'''Firearms Group''' - 2 | ||
|- | |- | ||
|style="text-align:right"|'''Knowledge''' | | style="text-align:right" |'''Knowledge''' | ||
|colspan="10"| | | colspan="10" | | ||
*'''Gangs''' - 3 | *'''Gangs''' - 3 | ||
*'''English [N]''' | *'''English [N]''' | ||
|- | |- | ||
!rowspan="3" style="text-align:right"|Equipment | ! rowspan="3" style="text-align:right" |Equipment | ||
|style="text-align:right"|'''Weapons''' | | style="text-align:right" |'''Weapons''' | ||
|colspan="10"| | | colspan="10" | | ||
* Ares Predator V | *Ares Predator V | ||
* F2 Fire Summoning Focus | *F2 Fire Summoning Focus | ||
* Jazz | *Jazz | ||
|- | |- | ||
|style="text-align:right"|'''Armor''' | | style="text-align:right" |'''Armor''' | ||
|colspan="10"| | | colspan="10" | | ||
* Armor Jacket | *Armor Jacket | ||
|- | |- | ||
|style="text-align:right"|'''Matrix Equipment''' | | style="text-align:right" |'''Matrix Equipment''' | ||
|colspan="10"| | | colspan="10" | | ||
* Meta Link | *Meta Link | ||
|style="text-align:right"|'''Magic stuff''' | | style="text-align:right" |'''Magic stuff''' | ||
* Heal | *Heal | ||
* Powerbolt | *Powerbolt | ||
* Acid Stream | *Acid Stream | ||
* Manabolt | *Manabolt | ||
* Manaball | *Manaball | ||
* Opium Den | *Opium Den | ||
* F2 lodge | *F2 lodge | ||
* Reagents x24 | *Reagents x24 | ||
|- | |- | ||
!rowspan="2" style="text-align:right"|Ware | ! rowspan="2" style="text-align:right" |Ware | ||
|style="text-align:right"|'''Bioware''' | | style="text-align:right" |'''Bioware''' | ||
|colspan="10"| | | colspan="10" | | ||
* None | *None | ||
|- | |- | ||
|style="text-align:right"|'''Cyberware''' | | style="text-align:right" |'''Cyberware''' | ||
|colspan="10"| | | colspan="10" | | ||
* None | *None | ||
|} | |} | ||
Latest revision as of 13:20, 29 November 2019
![]() | |
Base Metatype | Any |
---|---|
Threat Level | 1 |
Typical Faction | Generic Unit |
None | |
Generation File | None |
Thematics Approval | |
Mechanics Approval |
Description
Street mages may not have quite the same magical potential as shadowrunners, but they have less restraint. Looking as big and scary as possible is important to them. When they gather in groups, they often see who can summon the most powerful spirits or create the biggest fireballs.
Standard Operating Procedure/Rules of Engagement
Drain will go physical if a spirit of a Force greater than the conjurer's Magic is summoned, or if a spellcasting test gets more hits than the sorcerer's Magic. As long as the drain value is low enough, this is manageable, as the street mage has a pool of 8 to soak. If they take a little physical damage, then meh. Worth it to summon a Force 4 fire spirit or make a big Manaball that could take out an entire enemy squad. They tend to rely more on the spirit, which will be more powerful than them.
Stay behind the spirits and the big guys with guns, sling mana or take opportunistic shots when needed.
Mecahnical Information
Human
Key Information
Stat Block
BOD | AGI | REA | STR | CHA | INT | LOG | WIL | MAG |
---|---|---|---|---|---|---|---|---|
3 | 3 | 4 | 2 | 2 | 4 | 4 | 4 | 2 (Hermetic) |
Initiative | 8 + 1D6 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Armor | 15 | ||||||||||
Condition Monitors | Grunt | 10 | |||||||||
Limits | Physical | 4 | |||||||||
Mental | 5 (Also Astral limit) | ||||||||||
Social | 5 | ||||||||||
Skills | Active |
| |||||||||
Knowledge |
| ||||||||||
Equipment | Weapons |
| |||||||||
Armor |
| ||||||||||
Matrix Equipment |
|
Magic stuff
| |||||||||
Ware | Bioware |
| |||||||||
Cyberware |
|
Acknowledgement
Created by mudge