by WuJen on Sat Aug 04, 2018 6:28 pm
Spellcasting isn't really a role, so to speak.
You basic roles are:
Close Quarters Combat-- Usually focuses on Melee, but the main duties are engaging close threats to keep enemies off team members with different roles. Often also function as scouts as stealth and fast movement complement their skillset by allowing them to close to melee efficiently. Magic: Physical Adepts, Touch Spells, Possession Tradition conjuring. Mundane: Melee/Pistol samurai, Crawler Melee/pistol drones. Honorable Mention to technomancers with the skintrodes echo sucking you into the matix with a touch and blasting your helpless self with attack programs.
Fire Support- This is your ranged specialists. They are usually responsible for picking off distant enemies and area interdiction through either keeping enemies pinned behind cover or using suppressive fire. Magic: Gunbunny Adepts of all flavors, Combat Mages focused on sorcery with emphasis on combat and manipulation spells. Mundane: Weapon Specialists, flying drones with longer ranged weapons, and vehicle mounted weapons including indirect fire weapons.
Infiltration- Getting into and out of places, preferably undetected. Social Skills can shine here, as well as a good foundation in breaking tech. This role compliments pretty much everything and works great as either a secondary role for those who specialize elsewhere, or as the primary role with nearly any secondary you choose to name. Magic- There are a ton of spells especially in Illusion and Manipulation, and a whole lot of interesting Adept powers. Mundane- This is an incredible pairing with rigging with many of the tech skills overlapping. Faces shine here using impersonation and seduction. Practically a solid third of all gear deals with this.
Investigation- Vital to the team, though not often a strong combatant. It's a solid secondary role for almost anyone, pairs well with boots on the ground Matrix types. It relies as much on contact networks as it does raw perception skill, and benefits a lot from background skills. Magic- Plenty of Detection spells and the unique benefits of Astral Perception are useful here, as well as many Adept Powers. Mundane- Skill in the Matrix for searches are obvious. Less Obvious are Chipjacks and libraries of background knowsofts. There are lots of Sensors in gear, and riggers can shine with networks of spy drones and software packages that look for specific things.
Magical Support- I guess this would be your 'spellcaster', but honestly it entails more. The job is basically dealing with magical problems, from Astral Threats to wardings and astral barriers. You almost have to be awakened to do the job, and have astral perception to boot, though there is a very little bit of gear available if a mundane wanted to take this on as a tertiary role. It's less about casting spells and more about neutralizing magic. Spell Defense, Bansishng, and Astral Combat are the workhorses, with Weapon Foci being a strong second line. Mundanes can benefit from Magical Background skills and at least know how to recognize and avoid magical dangers, if not directly counter them.
Matrix Support- This is the other end of the spectrum, and does not play well with magic. Primarily tasked with repelling opposition matrix threats and keeping your gear unbricked, they are also needed for keeping communications secure and for neutralizing or subverting opposition assets through hacking. Magic-There's a bit that can be done, mostly in enhancing the caster or his chosen agent to be better at the job through spells like Increase Attribute and Analyze Device. There are some Adept Powers like Attune Item and boosts to mental attributes as well. Mundane- this is almost the sole province of those who are not awakened... Datajacks and other cyberware eats into essence, which really only bothers the awakened. Lots of builds for this, and except for technomancers it all requires a ton of money.
Negotiation- This is the heart of the Face. Nearly everyone can benefit from at least a little ability in this area, but the specialist is expected to be able to get the best out of Johnson, help acquire gear in a timely fashion, and smooth the way for less socially acceptable team members in delicate situations. Magically there are a number of ways to assist in this role, from Detections to know what your opposition wants to Manipulations to make the opposition want things. Mundane approaches involve things like tailored pheromones and voice enhancements to make you more appealing and Emotitoys to help you read your opponents intentions and desires.
Transport- The heart of traditional rigging. Getting the team and their score from one place to another with as few additional holes as possible. This is another tech friendly area, with magic being relegated to a really weird Niche. Magic options are similar to Matrix support, boosting the operator more than the machine. Mundanes rule the field with VCR and RCC.
Medical- Usually seen as more of an afterthought, I've based several characters with a variety of approaches around being the team medic. Magically there are the obvious Heal spells to back up First Aid. From the Mundane side this pairs well with Matrix Support and Rigging, as Medkits can be operated remotely and there are a few drones specifically designed for medical support, like the Evo Orderly which is basically a walking hospital bed with built in Medkit.