![]() ![]() There are tons of spells and they can do almost anything. Sorcery: This is the easiest to take if you just want to be able to cast spells.If you want to go Aspected you need to choose from the following: They are far more interesting from a roleplaying perspective than they are from a gameplay perspective. They get only one slice of the pie of abilities available to full Magicians, and as such may be easier to build, but are cut off from a vast swath of powers without much benefit. You don’t get much of a gameplay benefit for choosing an Adept over a Mystic Adept, though, and since Mystic Adepts can do everything Adepts can do you’re limiting your development in the long run.Īspected Magicians are hard to make a case for in Shadowrun. You don’t have to worry about spells, spirits, or the vast majority of what’s described in the Magic section of the rulebook. It’s basically the magic equivalent of Cyberware or Bioware: you can mostly just choose the powers you want and go, and most of them are fairly straightforward in how they work. ![]() Here are my thoughts on the four options you have:Īdepts are fun if you want to be up close and personal in combat without having to put too much extra effort into building your character. Hard Targets: Adds only a few magical options but they are some neat ones, including Spellblades (basically magical lightsabers if you want to play a Jedi).It also gives you a couple of alternatives for character generation that are nice, like the sum-to-ten system. Run Faster: Nothing specific to magic here, but if you want to build a Centaur or a Pixie or a Gnome instead of your standard five choices for metahumans then this is the book that gives you those options.Shadow Spells: This has a few cool and useful spells and Adept powers in it, but you can get away without it.Street Grimoire: The extra spells in here aren’t super useful for the most part, but you need this one for fetishes, as well as the possibility of Intuition/Possession traditions.At the very least you want Street Grimoire. Invest in the supplements. You don’t want buyer’s remorse when you get into your game and realize you’re cut off from a bunch of essential abilities. Now we get into the nuts and bolts of building a mage. Your role will probably be a lot different if you’re the only mage in the group, versus if you’re a party entirely made up of magic users. what the other runners are going to be doing. You don’t need to get heavy into math, but applying a few basic principles to how you build your character will go a long way towards you having fun with them down the line. I will write more about this in another blog post ( UPDATE: it’s here!), but unless you’re going for a concept that works against it you want your character to be reasonably successful at the things they’re supposed to be good at. I would buy them in Hero Lab before purchasing the rulebooks, personally. You can add the supplements as well but you’ll need to buy them in separate add-on packages. And at the end it prints you a nice character sheet with all your dice rolls on it that you can use. The UI is a bit arcane but there’s nothing out there that does as solid of a job. Hero Lab licenses the original source material for inclusion in their app, and lets you tinker with your character, keeping track of the bounteous ruleset and letting you know if you are violating anything. Nothing worth having ever came free, and calling Shadowrun complicated is a bit like calling corporations impersonal. You are always welcome to do this! But I think first-time players will struggle if they choose to limit themselves too much with their concept.įirst, here are some generic tips to building characters in Shadowrun, not specific to mages: I will often say things like “unless you are going for a specific concept”, implying that you may want to have a significantly less powerful or more limited character because there’s a particular kind of story you want to roleplay. You need to decide how important that is to you on the roleplaying spectrum. Generally my advice is going to steer you towards building a more versatile and stronger character. The Shadowrun rules are dense, and building a mage sure can be intimidating! I learned a lot from both building and playing Mordecai and I’m happy to share whatever lessons I can in this blog post, and peel back the curtain a bit on just how Mordecai was conceived. ![]()
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