Ganger Mage
Base Metatype | Any |
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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 |
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3 | 3 | 4 | 2 | 2 | 4 | 4 | 4 | 2 (Hermetic) |
Initiative | 8 + 1D6 | ||||||||||
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Armor | 15 | ||||||||||
Condition Monitors | Grunt | 10 | |||||||||
Limits | Physical | 4 | |||||||||
Mental | 5 (Also Astral limit) | ||||||||||
Social | 5 | ||||||||||
Skills | Active |
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Knowledge |
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Equipment | Weapons |
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Armor |
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Matrix Equipment |
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Magic stuff
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Ware | Bioware |
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Cyberware |
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Acknowledgement
Created by mudge