I'd like to do a gunfighter with some technological and magickal talent. Would my character be at significant disadvantage because of near zero-aptitude? Which schools of magick aren't affected by aptitude that much? Where can I find the holy handgrenade of Antioch?
I'm not sure if a gunslinger would work, since your tech gadgets work less efficiently when your tech amplitude is low... That also means your hit chance will go down when you point your revolver at an ore golem or any other magickally aligned creature. However, as long as you shoot up neutral or tech creatures, you should be fine. For magickal creatures you would have to use either meele weapons or grenades... Or get your tech amp up. As for magick, lower level damage dealing and summoning spells depend on your amplitude so these would remain weak, however disintegrate should do its thing, as well as summoning demons and elementals. Also healing and unlocking spells won't work well for a technologist. Actually, come to think of it, most other spells should work fine even for a technologist. The magic weapons will turn into plain hunks of metal, but the arcane ones should still be practically indestructible. So basically, you'd have to be more of a technologist to be able to shoot everything up with a machinegun or remain neutral to be able to use tech stuff at all. You'll still be able to buff your stats with spells, as well as stun your enemies and leter, disintegrate them with magic.
Yes they'll do the job Disarm and Teleport will remain just as good as if you had 100 MA. About meta, well... I know you're thinking about Reflection Shield, yes it works. Only Resist and Disperse Magic might prove to be tricky.
Actually, I wasn't talking about Reflection Shield. I do use it for roleplaying purposes, but this character would have no need for it. I am more concerned about anti-magick.
My current character is a Firearms Master with spells. Note: I'm playing CarArcanum which is slightly different. His T.A. is 40 because I mistakenly put points in Electrical to get rings (which don't work in this game) and have light encumberance which increases T.A. +10. Besides Firearms, I put points in Gunsmithy and maybe 5 spells. Presumably the other features I'm about to describe are similar for the main game. The first drawback is that level-two spells like "entangle" don't work, so I had to reload. Level-one spells work great. Second is that Virgil sometimes has problems healing me (with major healing?) but in combat he seems to get it done on the second or third try. Third is that the stone/ore golems are resistant to bullets, so until I got a flamethrower I couldn't hurt them. (Harm works in the normal game but rarely in CarArcanum). You might want to get the dog (Mutt) since you can fix his teeth afterwards.