>> |
!P4yus5IzL2 03/23/12(Fri)03:37 No.18427168>>18427055
Yeah, but a mage isn't going to be able to match the raw firepower of most of the other classes.
Incidently, which spell makes you betray your friends with direct attacks? Influence is there, but that was pretty low-key, IIRC.
>>18427042
Mages are flexible and self contained. Plus stuff like Invisibility can seriously screw you if you're not well equipped with alternatives.
>>18427140 They've rewritten him in one of the runner personality books. Holy balls he's GMPC.
Active Skills: Astral Combat 6, Arcana (Ally Spirit Formula) 6 (+2), Archery 5, Artisan (Steel Guitar) 6 (+2), Assensing (Astral Signatures) 6 (+2), Blades (Swords) 7 (+2), Climbing 3, Conjuring skill group 6, Counterspelling (Combat Spells) 6 (+2), Dodge (Ranged) 6 (+2), Electronics skill group 3, Enchanting 6, Escape Artist 5, First Aid 5, Forgery 5, Gymnastics (Tumbling) 6 (+2), Influence skill group 6, Instruction (Magical) 5 (+2), Intimidation (Mental) 6 (+2), Longarms 3, Medicine 5, Outdoors skill group 4, Perception (Scent) 6 (+2), Pilot Aircraft 4, Pilot Groundcraft 4, Pilot Watercraft 4, Pistols 3, Ritual Spellcasting 6, Running 6, Stealth skill group 6, Spellcasting (Illusion Spells) 6 (+2), Swimming 3, Throwing Weapons 5, Unarmed Combat 6.
Initiate Grade: 24+ Magic 30. Spells: Harlequin has any spell available to him when needed. The initiate grade and Magic attribute given here do not necessarily represent the upper limits of Harlequin’s magical capacity, merely the upper limits of what the Sixth World is likely to require of him. |