Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: tomcat912 on <01-08-16/1416:37>
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Hey all.
I'm new to this game and I was playing around with the 5th edition chummer and I came up with the idea for a doctor/chemist that branched out into explosives when he became a runner. I've been trying to make this work but I've had little success due to my inexperience with this character generator.
Would love some advice/improvements on how to get this working and how it could be brought into the game.
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First of all, Chummer has some glitches that you are going to miss if you aren't experienced with making your character by hand.
For example in priority if you pick D for Magic and go with Adept you have 2 MR out of Max 6.
Let's say you add no special points.
Come Resources step you buy between 2 and 3 ess in 'ware> drop to 0 MR out of 3.
During Karma you raise MR to 3 out of 3- cost is 30 Karma.
Currently, Chummer gives you a much different karma number.
You can compensate for the discrepancy- but only if you know it exists.
So, in short, do your first few characters by hand till you got the system down that way if there is a discrepancy in Chummer you can catch it.
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Logic based skills like Medicine, Chemistry and Demolitions are best as secondary skills added on to a Decker or Herimetic mage who already have a high logic.
If you're not interested in Decking or Magic you're going to want to define what it is you do during a run. It's not terribly difficult to make a Samurai or Adept character that frees up a couple points of Logic and grabs a couple skills.
http://forums.shadowruntabletop.com/index.php?topic=21188.0
has several examples of moderate to high logic runners that could be used as a starting point. The gear is a bit out of date and you'll have to juggle the secondary skills around to what it is you're interested in, but the basic priorities and stat allocation are about what you're after.
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Currently, Chummer gives you a much different karma number.
It seems that you need to manually upgrade it if you still use v5.177.
https://github.com/chummer5a/chummer5a/releases/latest
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What do you expect your job is going to be on a typical run? How will you do legwork? What will you do in a firefight?
Demolitions are useful and so is nononmagical healing but you have to have skills to consistently hang your hat on. A guy I played with had a doctor and while I think he found the roleplay aspect fun ultimately he felt like he was doing so little during runs that he retired the character, and that's hardly the first time I've heard of that happening with this kind of character.
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Currently, Chummer gives you a much different karma number.
It seems that you need to manually upgrade it if you still use v5.177.
https://github.com/chummer5a/chummer5a/releases/latest
I am using 5.178
and if you lose MR due to ware and then buy with Karma it still does not calculate the right karma cost under the priority/sum-to-ten...
don't know if it's a problem with the karmagen as I haven't used 5.178 to make a magic character that has lost magic due to ware
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Would love some advice/improvements on how to get this working and how it could be brought into the game.
How to make it work: Get even more specialities! Why not also be a rigger? Or maybe a magician?
I am using 5.178
and if you lose MR due to ware and then buy with Karma it still does not calculate the right karma cost under the priority/sum-to-ten...
don't know if it's a problem with the karmagen as I haven't used 5.178 to make a magic character that has lost magic due to ware
That's weird, I thought they fixed that AGAIN.
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Ok, you want to be a demo man. Here is what you need (to know):
You want a Logic build. Chemistry and Demolitions both depend on it.
High LOG means you have some Knowledge Skills to spare. Get something like Civil Engineering or Architecture so you know what to explode and what to leave alone.
High LOG means you are well suited to be a Rigger - which is fortunate since having drones take care of the charges is imminently smart and conductive for a long life as a demolitions expert in training.
From an inplay perspective you should be aware that you are a very bad person. Explosives have almost always the potential to go horrible wrong and do a lot of collateral damage - even if you don't hurt people you'll leave quite a lot of structural damage and you'll be rightfully labeled as a terrorist.
So you probably should use explosives sparingly if you don't want to end up with a high notoriety.
Likewise explosives are a great way to ensure a fast exit (another thing that screams rigger) but are almost never a good way to enter unless it is nothing more than a snatch and grab job.
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Here's an example LOG Based Magician that does First aid/demolitions/chemestry
Not fully fleshed out but enough.
Can take up to 25 points Neg Qualities to receive Karma
Meta E Human(1)
Attributes B 20
Magic B Magician MR4 2*R4 Magic Skills
Skills C 28/2
Resources C 140000
BOD 3
AGI 2
REA 3
STR 2
WIL 4
LOG 6(9)
INT 5
CHA 3
MR 5
Qualities
Hermatic Tradition
Transhuman
Allergy-Common,Mild(Seafood)
Restricted Gear (Cerebral Boster)
Mentor Spirit-Bear
DP +2 for tests to resist damage (not including Drain)
DP +2 for health spells, preparations, and health spell rituals
Augmentation
Cerebral Booster [3] Used
Platelet Factories Used
Skills
Arcana 1
Spellcasting|<pick spell category spec.> 6|+2
Counterspelling|Combat Spells 6|+2
Summoning|<pick spirit type> 6|+2
First Aid|Gunshot Wounds 6|+2
Chemistry|Biochemestry 1|+2
Demolitions 6
<pick>SG 2
Spellls
7 Spells
Knowledge Skills
22 Skill Points
Contacts
9 Contact Points
Gear
56375 nuyen left for gear
Instead of Frirst Aid you could put those elsewhere
and get Biotech SG 2 but they way first aid works
you'll be obligated to get enough karma to raise
first aid <thus breaking the SG> to at least 4 if not 5
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Buy Arcana 1 with karmaaaaaaaa not skill pointsssssss
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OK doc + chemistry is cool, explosive are tricky.
So you really need a Medkit, a gun with chem rounds, loaded with DMSO+your favorite contact toxin(s). You should review the core, for cyberware, first aid, slap patches, and take a long look at the addiction rules. Check out Chrome for more drugs and cyberware.
Now on explosives, the issue that tends to come up with explosives is they are usually weapons of ambush, or have considerable spread. Now both of those have advantages in the shadows, but also can be also be considerably limiting the piratical course of a run.
Next if you are determined to go into explosives review the breaking and entering section closely, it has the best sort of shaped stuff available.
Falar and Gemstar's threads are usually very good for drug related system issues.
Make sure if your doing explosives you have enough edge to cover glitch issues.
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I like a drone rigger for this concept.
Not to get too much into your background info if you don't want, but how about something like this for a concept. Before running the shadows, maybe you were a doctor/chemist who had a control rig installed to do remote/robot enhanced surgery. Maybe the reason you starting being a shadowrunner had something to do with explosives - dealing with emergency injuries due to an explosion for example. Maybe you began to learn how to deal with explosives to use your drone control skills to remotely and safely defuse bombs. You do have to learn how to make bombs to defuse them though.
With high Logic and ranks in First Aid/Medicine and a medkit, you can do some helpful non-magical healing (leave the magical part for someone else or you make a more difficult to put together magical rigger), you can have a drone that can do some damage so you can lend your skills to a fight (it can shoot regular rounds or chemicals/toxins), and can be the go to for the big explosives. Maybe drive if you need to as well.
Definitely read the advanced demolitions in Run and Gun (p. 171-197) for all of the skills, tests, shops/facilities, gear, and actions needed to make, place, and detonate explosives. Unfortunately, there isn't a lot of rules on chemistry that I know of (are there more in Hard Targets for poisons?), but Chrome Flesh p. 191 does have some rules for making customs drugs.
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That is a very interesting thought Gemstar. Back for the techno fake mage I was looking at a crop dusting drone to use to fake AoE chaos type spells using drugs. It could be very effective pairing cause you can hang out in the van, cook chemicals, use drones to deploy explosives and drugs. I think it could work very well together, it's not very Multi-attribute dependent, pretty much pure logic, and gives rigger more team utility.
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Rigger is a pretty good idea (I find LOG mages a little underwhelming, what with needing ware to hit the Drain stats that CHA mages get easily, and LOG being a less useful attribute generally than INT).
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Buy Arcana 1 with karmaaaaaaaa not skill pointsssssss
yes off course- but this character isn't fully fleshed out....
If I was actually going to play this character I'd buy 25 Karma in Negatives
use the 3 points in arcana and chemistry to get Perception 3
Buy Arcana 1 and Chemistry 1 (since it's part of the concept.)
I'd buy Biotech SG 2...yeah it's broken but if you could buy the full 4 for 15 then you should be able to buy the 3 for 15 especially since it's more for in character concept than total functionality.
If the GM says no the biotechnogy 2, Cybertechnology 2, medicine 1 for 14.
The rest I'd save to buy JOAT after the first run since this character is lacking a whole lot and he could simultaneously learn 5 skills for 5 Karma with JOAT.
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Rigger is a pretty good idea (I find LOG mages a little underwhelming, what with needing ware to hit the Drain stats that CHA mages get easily, and LOG being a less useful attribute generally than INT).
You're comment about CHA is only true if you are using a Meta with higher max CHA than 6.
Just the base Metas:
For a human/ork/dwarf a LOG magician is much easier to raise the drain pool than a CHA mage.
For a Troll, CHA starts lower than LOG but with transhuman, Trolll reduction[2] is cheaper than CB[2] so I guess Trolls are in it with the Elves for CHA- who'd have thought.
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Ooh, hallucinogenic drone attacks, what fun!
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I like a drone rigger for this concept.
I like rigger too, but riggers are already resource constrained at every step, adding a couple more skills get rough.
Here is a shooter concept with a buffed logic. Less Doctor, more paramedic/chemist. Drugs and Blitzing with Edge are the initiative boosters, currently at -4 Karma with no Negative Qualities, so could have 21 more Karma if you max out Negative qualities. Guns, armor and Commlink need the mods and the drugs should be Pharma grade. But still 19k+ left so tiny details can be worked out easy. Explosives, detonators, ammo, ect still needed too.
Are there "cooking" rules anywhere? If there are then Chemistry shop or something gets good.
== Info ==
Street Name: Walter White
Name: Unnamed Character
Movement: 18/36
Karma: -4
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 7
Judge Intentions: 8
Lift/Carry: 7 (60 kg/40 kg)
Memory: 11
Nuyen: 19390
== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: B - 275,000¥
== Attributes ==
BOD: 3
AGI: 6 (9)
REA: 5 (8)
STR: 1 (4)
CHA: 2
INT: 5 (6)
LOG: 5 (6)
WIL: 5
EDG: 5
== Derived Attributes ==
Essence: 0.24
Initiative: 10 (14) + 1d6
Rigger Initiative: 14 + 1d6
Astral Initiative:
Matrix AR Initiative: 14 + 1d6
Matrix Cold Initiative: 6 + DP + 3d6
Matrix Hot Initiative: 6 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 7
Mental: 8
Social: 4
Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Mortimer of London: Argentum Coat [+1] (Must be visible)
Astral: 8
== Active Skills ==
Armorer : 1 (Karma) Pool: 7
Automatics : 6 [Assault Rifles] Pool: 16 (18)
Biotechnology : 1 (Karma) Pool: 7
Chemistry : 6 [cooking] Pool: 12 (14)
Demolitions : 6 Pool: 12
Disguise : 2 (Group Skill) Pool: 8
First Aid : 6 [Gunshot Wounds] Pool: 12 (14)
Gymnastics : 1 (Karma) Pool: 10
Medicine : 1 (Karma) Pool: 7
Palming : 2 (Group Skill) Pool: 11
Pilot Ground Craft : 1 (Karma) Pool: 9
Sneaking : 2 Pool: 14
== Knowledge Skills ==
Street Drugs 6 and 14 more likely drug related, but whatever.
== Qualities ==
Biocompatability (Bioware)
Catlike
Jack of All Trades Master of None
Perfect Time
== Cyberware/Bioware ==
Cerebellum Booster Rating 1
Cerebral Booster Rating 1
Datajack
Muscle Replacement Rating 3
Reaction Enhancers Rating 3
Reaction Optimization
Reflex Recorder (Skill) (Automatics)
Reflex Recorder (Skill) (Sneaking)
Smartlink
== Armor ==
Chameleon Suit 9
+Attachable Gear Access
Custom Ballistic Mask 2
+Camera Rating 1
+Thermographic Vision
+Gas Mask
+Single Sensor Rating 3
+Ultrasound Rating 2
Mortimer of London: Argentum Coat 12
+Concealability
+Custom Fit (Stack)
== Weapons ==
Ares Alpha
+Smartgun System, Internal
Pool: 16 (18) Accuracy: 7 DV: 11P AP: -2 RC: 5
Remington Suppressor
+Sound Suppressor
Pool: 16 Accuracy: 6 DV: 7P AP: -1 RC: 3
Unarmed Attack
Pool: 8 Accuracy: 7 DV: 4S AP: - RC: 3
== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
== Gear ==
Contacts Rating 3
+Low Light
+Flare Compensation
+Image Link
Cram
Crowbar
Earbuds Rating 3
+Audio Enhancement Rating 3
Fake SIN (Pat) Rating 4
+Fake License (Driver's License) Rating 4
+Fake License (Concealed Carry Permit) Rating 4
+Fake License (Restricted Cyberware License) Rating 4
+Fake License (Restricted Bioware License) Rating 4
Gecko Tape Gloves
Jazz
Medkit Rating 3
Micro-Transceiver
Miniwelder
Monocle Rating 4
+Thermographic Vision
+Vision Magnification
+Vision Enhancement Rating 2
Psyche
Survival Kit
Tool Kit (Locksmith)
== Vehicles ==
Harley-Davidson Scorpion (Chopper)
+Sensor Array Rating 2
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Hobbes - 191 of Chrome Flesh there is rules on making custom drugs (the ones that already have a lot of problems), and the rules make it pretty difficult.
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Cooking isn't a specialization of chemistry but if you're looking to use the drug creation rules than it would most likely be Organic Chemistry since the main branches of it in real life:
Stereochemistry (study of the 3-dimensional structure of molecules)
Medicinal chemistry (deals with designing, developing and synthesizing pharmaceutical drugs)
Organometallic chemistry (study of chemicals that contain bonds between a carbon and a metal)
Physical organic chemistry (study of structure and reactivity in organic molecules)
Polymer chemistry (study of the composition and creation of polymer molecules)
Though an argument could be made that one of the branches of Biochemistry could also apply.
Cerebellum Booster Rating 1 is too expensive for what it brings to this build.
With the 50k nuyen saved by not taking it, I'd change qualities to include restricted gear and buy Muscle Replacement 4 Alphagrade for 125K.
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Hobbes - 191 of Chrome Flesh there is rules on making custom drugs (the ones that already have a lot of problems), and the rules make it pretty difficult.
The raw ingredients cost half of the normal drug price.
Mixing customized drugs requires a Chemistry + Logic
Extended Test with a threshold equal to the drug’s Availability
x 2 and an interval of eight hours. A glitch on any
part of the Extended Test requires the player to start the
entire test over with no successes; a critical glitch means
the ingredients are destroyed and cannot be used.
You could use these same rules to make pharmaceutical grade
versions of common drugs at half off (effectively the same price of
standard grade). Just a thought.
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Hobbes - 191 of Chrome Flesh there is rules on making custom drugs (the ones that already have a lot of problems), and the rules make it pretty difficult.
Ah thank you. Presumably you could use the Availability of Cram, Jazz whatever as your threshold to cook standard designer drugs instead of the custom ones. The custom ones I can't build anything I'm happy with because of speed and duration enhancers are harsh. But the standard ones you could cook pretty easy, threshold 4 on an extended test? Pish. Make 'em all Designer and don't have to keep a DNA sample on file with a drug dealer. Not at all efficient, but flavor full.
Or you could actually use custom drugs, I'm not keen on them though...
Edit: Gradivus the specializations listed are only suggestions, any specialization that the GM approves is good. "Cooking" seemed thematic. But yeah, making standard drugs also seems like a no brainer house rule.
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Rigger is a pretty good idea (I find LOG mages a little underwhelming, what with needing ware to hit the Drain stats that CHA mages get easily, and LOG being a less useful attribute generally than INT).
You're comment about CHA is only true if you are using a Meta with higher max CHA than 6.
It's hard to just not make elfs.
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It's hard to just not make elfs.
Elves and Humans won 5th edition. It's okay, Orcs and Dwarfs won previous editions. Maybe 6th edition Trolls can have a turn.
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Cerebellum Booster Rating 1 is too expensive for what it brings to this build.
If you go with Narco & Cereprax, that's Int +3 / Log +4 / Analytical Mind. You just have to buy the Cereprax in-game, not use it often enough for brain damage, and avoid addiction ...
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This is not a very playable character that was more of a thought exercise after I commented about the magical rigger/healer. Looks like I did not succeed with my attempt. Note, I would not recommend you model after this character, I will try to post a more reasonable one later.
This character is a aspected sorcerer/doctor who is skilled at rigging drones and sometimes blowing things up. He only might if the sustained Increased Reflexes Spell and Reaction/Initiative increasing drugs work together (Can't find any indication that they don't). So an Increased Reflexes + Narco'd Cram and Psyche = lots of extra initiative and initiative dice, better defense, better piloting, better perception, and better Logic-linked skills.
The Character starts game play with 5 karma. Even I don't like having Agility and Strength both at 1, so I'd prob buy up Agility to 2 as quick as possible. Biotech Group/Spellcasting could flip to Sorcery Group/First-Aid for efficiency, but I felt bad having a physician without the Medicine skill. He has an autodoc to help with healing tests or to do autonomous or rigged healing. The character still has about 20k for all of the software/customization for drones/truck.
== Info ==
Street Name:
Name: Unnamed Character
Movement: 2/4
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 7
Judge Intentions: 5
Lift/Carry: 4 (15 kg/10 kg)
Memory: 15
Nuyen: 19530
== Priorities ==
Metatype: C(2) - Human
Attributes: E(0) - 12 Attributes
Special: D(1) - Aspected Sorcerer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: A(4) - 450,000¥
== Attributes ==
BOD: 3
AGI: 1
REA: 2
STR: 1
CHA: 2
INT: 2 (3)
LOG: 6 (8)
WIL: 5
EDG: 3
MAG: 4
== Derived Attributes ==
Essence: 4.02
Initiative: 4 (5) + 1d6
Rigger Initiative: 5 + 1d6
Astral Initiative: 6 + 2d6
Matrix AR Initiative: 5 + 1d6
Matrix Cold Initiative: 3 + DP + 3d6
Matrix Hot Initiative: 3 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 3
Mental: 10
Social: 5
Astral: 10
== Active Skills ==
Assensing : 2 [Diagnosis]
Biotechnology : 5
Cybertechnology : 5
Demolitions : 4 [Improvised Explosives]
Electronic Warfare : 2 [Sensor Operations]
Gunnery : 4 [Ballistic]
Perception : 4 [Visual]
Pilot Aircraft : 4 [Remote Operation]
Pilot Walker : 2 [Remote Operation]
Spellcasting : 6 [Health]
== Knowledge Skills ==
Architecture : 3
Engineering : 4 [Chemical]
English : N
News : 3 [Health]
Politics : 1 [Corporate]
Robotics : 2
== Contacts ==
; Chemist (5, 1)
== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Aspected Magician
Impassive
Jack of All Trades Master of None
Mentor Spirit (Bear)
Phobia (Uncommon, Mild) (Snakes)
SINner (National) (UCAS)
== Spells ==
(Tradition: Hermetic, Resist Drain with WIL + LOG (13))
Heal DV: F-4
Increase Reflexes DV: F
== Lifestyles ==
Medium 1 months
== Cyberware/Bioware ==
Cerebellum Booster Rating 1 Alpha
Cerebral Booster Rating 2
Control Rig Rating 1 Alpha
Control Rig Optimization
Cybereyes Basic System Rating 1 Alpha
+Image Link
+Microscopic Lenses
+Flare Compensation
Mnemonic Enhancer Rating 2 Alpha
Narco
== Armor ==
Armor Jacket 14
+Chemical Seal
+Gel Packs
== Weapons ==
Survival Knife
Pool: 0 Accuracy: 5 DV: 3P AP: -1 RC: 2
Unarmed Attack
Pool: 0 Accuracy: 3 DV: 1S AP: - RC: 2
== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Fake SIN Rating 4 [Fake License 4 (Mage License), Fake License 4 (Medical License), Fake License 4 (Drone License), Fake License 4 (Driver's License)]
+Subvocal Mic
+Micro-Transceiver
Vulcan Liegelord (ATT: 0, SLZ: 0, DP: 5, FWL: 6)
== Gear ==
Ambulance Gurney
Cram x15
Jammer, Directional Rating 6
Medkit Rating 6
Medkit Supplies x5
Psyche x10
Slap Patch, Stim Patch Rating 6 x5
Slap Patch, Trauma Patch x3
Sustaining Focus, Health (Bonded Foci) Rating 4
Tool Shop (Demolitions)
Tool Shop (Chemistry)
== Vehicles ==
F-B Bumblebee
+Heavy Weapon Mount
+Autosoft (Stoner-Ares M202 Targeting Autosoft) Rating 3
+Sensor Array Rating 3
GMC Bulldog Step-Van (Van)
+Sensor Array Rating 2
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
Shiawase Caduceus 'CAD' 7 (Medium)
+Sensor Array Rating 2
While I'm at it: here's not a dissimilar draft of a technomancer/rigger/doctor (the completed version gave up on the doctor part). Sneaking can be replaced with Demolitions.
== Info ==
Street Name: highjack 4
Name: Unnamed Character
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 6
Judge Intentions: 4
Lift/Carry: 4 (15 kg/10 kg)
Memory: 11
Nuyen: 37180
== Priorities ==
Metatype: E(0) - Human
Attributes: E(0) - 12 Attributes
Special: C(2) - Adept, Magician, or Technomancer
Skills: A(4) - 46 Skills/10 Skill Groups
Resources: A(4) - 450,000¥
== Attributes ==
BOD: 3
AGI: 1 (2)
REA: 6
STR: 1
CHA: 1
INT: 2 (3)
LOG: 4 (6)
WIL: 5
EDG: 2
RES: 3
== Derived Attributes ==
Essence: 5.00
Initiative: 8 (9) + 1d6
Rigger Initiative: 9 + 1d6
Astral Initiative:
Matrix AR Initiative: 9 + 1d6
Matrix Cold Initiative: 3 + DP + 3d6
Matrix Hot Initiative: 3 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 4
Mental: 7
Social: 4
Astral: 7
== Active Skills ==
Archery : 0 Pool: 1
Armorer : 0 Pool: 5
Automatics : 0 Pool: 1
Biotechnology : 6 Pool: 12
Blades : 0 Pool: 1
Clubs : 0 Pool: 1
Compiling : 6 [[Sprite Type]] Pool: 9 (11)
Computer : 4 Pool: 10
Cybercombat : 0 Pool: 5
Cybertechnology : 6 Pool: 12
Demolitions : 0 Pool: 5
Disguise : 0 Pool: 2
Diving : 0 Pool: 2
Electronic Warfare : 6 [Sensor Operations] Pool: 12 (14)
Escape Artist : 0 Pool: 1
First Aid : 6 Pool: 12
Forgery : 0 Pool: 5
Free-Fall : 0 Pool: 2
Gunnery : 6 [Jumped In] Pool: 9 (11)
Gymnastics : 0 Pool: 1
Hacking : 0 Pool: 5
Hardware : 4 Pool: 10
Heavy Weapons : 0 Pool: 1
Longarms : 0 Pool: 1
Medicine : 6 Pool: 12
Navigation : 0 Pool: 2
Perception : 0 Pool: 2
Pilot Aircraft : 6 [Remote Operation] Pool: 12 (14)
Pilot Ground Craft : 6 [Wheeled] Pool: 12 (14)
Pilot Watercraft : 0 Pool: 5
Pistols : 0 Pool: 1
Registering : 6 [[Sprite Type]] Pool: 9 (11)
Sneaking : 4 Pool: 6
Software : 4 Pool: 10
Survival : 0 Pool: 4
Throwing Weapons : 0 Pool: 1
Tracking : 0 Pool: 2
Unarmed Combat : 0 Pool: 1
== Knowledge Skills ==
== Qualities ==
Addiction (Mild) (Cram)
Addiction (Mild) (Psyche)
Focused Concentration (Rating 2)
Jack of All Trades Master of None
Poor Self Control (Compulsive II, Public Single Aspect)
Quick Healer
Steely Eyed Wheelman
Technomancer
Weak Immune System
== Lifestyles ==
med 1 months
== Cyberware/Bioware ==
Cerebellum Booster Rating 1
Cerebral Booster Rating 2
Muscle Toner Rating 1
Narco
Reflex Recorder (Skill) (Gunnery)
== Armor ==
Armor Jacket 12
== Weapons ==
Survival Knife
Pool: 1 Accuracy: 5 DV: 3P AP: -1 RC: 2
Unarmed Attack
Pool: 1 Accuracy: 4 DV: 1S AP: - RC: 2
== Commlink ==
Living Persona (ATT: 1, SLZ: 3, DP: 6, FWL: 5)
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
+Fake SIN Rating 4 [Fake License 4 (Driver's License), Fake License 4 (Drone License), Fake License 4 (Restricted Bioware License), Fake License 4 (Heavy Weapons License), Survival Kit]
Vulcan Liegelord (ATT: 0, SLZ: 0, DP: 5, FWL: 6)
== Gear ==
Medkit Rating 6
Medkit Supplies x6
Slap Patch, Stim Patch Rating 6 x4
Slap Patch, Trauma Patch x3
== Vehicles ==
Aeroquip M.E.D.-1 'Dustoff' Medical Evacuation Drone (Large)
+Sensor Array Rating 3
F-B Bumblebee
+Heavy Weapon Mount
+Autosoft (Stoner-Ares M202 Targeting Autosoft) Rating 3
+Sensor Array Rating 3
GMC Endurance (Van)
+Chameleon Coating
+Rigger Interface
+Weapon Mount
+Sensor Array Rating 2
Honda Artemis (Car)
+Rigger Interface
+Sensor Array Rating 2
Horizon Flying Eye (Minidrone)
+Sensor Array Rating 3
Horizon Flying Eye (Minidrone)
+Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
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If you go with Narco & Cereprax, that's Int +3 / Log +4 / Analytical Mind. You just have to buy the Cereprax in-game, not use it often enough for brain damage, and avoid addiction ...
Yeah, Cereprax is a trixsi one. But Psyche and Cram are fairly easy to manage and that gets a steady boost. Pop a Cereprax for special runs.
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<snip>
Edit: Gradivus the specializations listed are only suggestions, any specialization that the GM approves is good. "Cooking" seemed thematic. But yeah, making standard drugs also seems like a no brainer house rule.
They're not suggestions- they're the specializations.
And GM Fiat can be used in every argument for anything you want to add.
So it's redundant to use it in an argument as its a given.
And in the advise to adding skills it cautions not to create a skill already covered by a specialization. Since making drugs is covered by 1 if not 2 specializations of Chemistry, I'd argue that adding a non-existent specialization to cover it is again redundant.
Way off the planet: again redundant = redundant redundancy.... got to think about that one.
My brain just works in mysterious ways.
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Once again I'd advice that magic variants are simply over complicating the build.
The Rigger one is very skill heavy I agree, as was pointed out, but a softer use roto-drones beyond assault rifle platform is something that would serve the concept well in general, and could well be worth the investment. .
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Here is perhaps a more workable mockup:
== Info ==
Name: Unnamed Character Alias:
Human Movement: 4/8
Composure: 6
Street Cred: 0 Judge Intentions: 6
Notoriety: 0 Lift/Carry: 5 (30 kg/20 kg)
Public Awareness: 0 Memory: 13
Karma: 0 Nuyen: 39780
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: C(2) - 16 Attributes
Special: E(0) - Mundane
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: A(4) - 450,000¥
== Attributes ==
BOD: 3 CHA: 3
AGI: 2 INT: 3
REA: 5 LOG: 6 (8)
STR: 2 WIL: 3
EDG: 5
== Derived Attributes ==
Essence: 3.0 Initiative: 8 + 1d6
Physical Damage Track: 10 Rigger Init: 8 + 1d6
Stun Damage Track: 10 Astral Init:
Physical: 4 Matrix AR Init: 8 + 1d6
Mental: 10 Matrix VR Cold Init: 3 + DP + 3d6
Social: 4 Matrix VR Hot Init: 3 + DP + 4d6
Astral: 10
== Active Skills ==
Biotechnology Base: 5 + Karma: 0 = 5 Pool: 13
Chemistry Base: 6 + Karma: 0 = 6 Pool: 14
Cybertechnology Base: 5 + Karma: 0 = 5 Pool: 13
Demolitions Base: 6 + Karma: 0 = 6 Pool: 14
Electronic Warfare (Sensor Operations) Base: 5 + Karma: 0 = 5 Pool: 13 (15)
First Aid Base: 5 + Karma: 0 = 5 Pool: 13
Gunnery (Ballistic) Base: 6 + Karma: 0 = 6 Pool: 8 (10)
Medicine Base: 5 + Karma: 0 = 5 Pool: 13
Pilot Aircraft (Remote Operation) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Pilot Walker (Remote Operation) Base: 3 + Karma: 0 = 3 Pool: 8 (10)
== Knowledge Skills ==
Architecture Base: 6 + Karma: 0 = 6 Pool: 16
Biology Base: 6 + Karma: 0 = 6 Pool: 16
Computer Science Base: 6 + Karma: 0 = 6 Pool: 16
Drone Design Base: 6 + Karma: 0 = 6 Pool: 16
Engineering Base: 6 + Karma: 0 = 6 Pool: 16
English N
Security Tactics Base: 6 + Karma: 0 = 6 Pool: 16
== Contacts ==
(Chemist) (CON: 5, LOY: 2)
(Mechanic) (CON: 1, LOY: 1)
== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Allergy (Uncommon, Mild) (Silver)
College Education.RF
Impassive
Jack of All Trades Master of None
SINner (National) (UCAS)
Trust Fund I
== Lifestyles ==
Free (Medium) 1 months
== Cyberware/Bioware ==
Cerebral Booster Rating 2
Control Rig Rating 2
Cybereyes Basic System Rating 1
+Image Link
+Microscopic Lenses
+Flare Compensation
Mnemonic Enhancer Rating 2
Narco
== Armor ==
Armor Jacket 12
== Weapons ==
Unarmed Attack
Pool: 1 Accuracy: 4 DV: 2S AP: - RC: 2
== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Fake SIN Rating 4 [Fake License 4 (Drone License), Fake License 4 (Pilot License), Fake License 4 (Driver's License), Fake License 4 (Weapon License)]
Vulcan Liegelord (ATT: 0, SLZ: 0, DP: 5, FWL: 6)
+Micro-Transceiver
+Subvocal Mic
== Gear ==
Advanced Medkit Rating 6
Biomonitor x4
Cram x10
Cryo x2
Handheld Housing Rating 3
+Single Sensor Rating 3 [Camera 3]
+Single Sensor Rating 3 [Cyberware Scanner 3]
+Single Sensor Rating 3 [Directional Microphone 3]
HemoSynth
Medkit Supplies x4
Psyche x10
Slap Patch, Stim Patch Rating 6 x5
Slap Patch, Trauma Patch x5
Survival Kit
Tool Shop (Chemistry)
Tool Shop (Demolition)
== Vehicles ==
F-B Bumblebee
+Heavy Weapon Mount
+Autosoft (Stoner-Ares M202 Targeting Autosoft) Rating 3
+Sensor Array Rating 3
GMC Bulldog Step-Van (Van)
+Rigger Interface
+Sensor Array Rating 2
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
MCT-Nissan Roto-drone (Medium)
+Sensor Array Rating 3
MCT-Nissan Roto-drone (Medium)
+Sensor Array Rating 3
MCT-Nissan Roto-drone (Medium)
+Sensor Array Rating 3
Shiawase Caduceus 'CAD' 7 (Medium)
+Sensor Array Rating 2
Note:
Character is built using standard priority, so it may be more acceptable at more tables. It also went for higher edge vs. higher attributes, as the character didn't need much in the way of physical attributes and a higher edge will help with the potentially disastrous chemistry/demolition test issues.
The character has 4 remaining karma. Picking up a rank in groundcraft and social skills would be my first priority. Maybe a rank in perception too for when you are without sensor access.
I have yet to wrap my head around Rigger 5.0 rules, so I left the character 40k for drone mods, software, programs, and demolition gear. Sensor functions of van and drones have not been defined either.
The character does not have skills in perception, but tends to use sensors and Electronic Warfare as his primary way to perceive his world (through drones, through equipment, etc.). i feel like I have read that biotech skills can be used + Intuition for more medical perception tests (diagnosing, identifying 'ware, etc.) too.
Character is drug addicted to get better benefits (9 hours of +2 Reaction, +2 Logic, +2 Intuition, and + 1d6 initiative) and better addiction test dice for Psyche and Cram. Perhaps this could be a hook about why the character stopped practicing medicine? (Lost medical license to do drug use?)
Character is actually pretty competent without jumping into devices but controlling devices remotely instead. Perhaps save the jumping in for the van and the Bumblebee.
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Very nice Gemstar 8).
What no smartlink on the eyes?
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;-)
"I'm a doctor, Jim! Not a street samurai!" -Unnamed Doctor/Chemist/Demolitions/Rigger
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One more - doctor/chemist/demolitions adept who uses toxins/drugs in throwing syringes, grenades, and in close combat. The eventual goal is that he will be making his own gas bombs filled with all sorts potentially nasty chemicals/toxins for area effects, chuck syringes for specific effects, and make explosives.
Character has a cyberarm (perhaps to replace one that got blown off or eaten away from a demolitions/chemistry accident) to help with the throwing/punching. It also has a nifty built in medkit, toxin storage, and hand razor.
Character is missing tool shops to make his own drugs/explosives, but those are purchasable after a few runs. Also wanted the character to have a hazmat suit, but couldn't swing it yet. Not as Logical as the Rigger version - but feels more confident working on site.
I did not assign Knowledge Skills yet - but the character can take up to 44 points in Academic Skills and has a mnemonic enhancer to boot.
Karma expenses: (15 Edge, 10 Agility, 9 Nuyen,16 Positive Qualities, -25 Negative Qualities) = 0 Remaining
== Info ==
Name: Unnamed Character Alias:
Human Movement: 4/8
Composure: 5
Street Cred: 0 Judge Intentions: 7
Notoriety: 0 Lift/Carry: 6 (45 kg/30 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 1230
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: C(2) - Adept, Magician, or Technomancer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: C(2) - 140,000¥
Bonus Skill: Demolitions
== Attributes ==
BOD: 3 CHA: 2
AGI: 2 INT: 5
REA: 5 (7) LOG: 6
STR: 3 WIL: 3
EDG: 3 MAG: 4
== Derived Attributes ==
Essence: 5.1 Initiative: 10 (12) + 3d6
Physical Damage Track: 11 Rigger Init: 12 + 3d6
Stun Damage Track: 10 Astral Init: 10 + 2d6
Physical: 6 Matrix AR Init: 12 + 3d6
Mental: 8 Matrix VR Cold Init: 5 + DP + 3d6
Social: 5 Matrix VR Hot Init: 5 + DP + 4d6
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 8
== Active Skills ==
Biotechnology Base: 5 + Karma: 0 = 5 Pool: 11
Chemistry (Cooking) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Cybertechnology Base: 5 + Karma: 0 = 5 Pool: 11
Demolitions Base: 6 + Karma: 0 = 6 Pool: 12
First Aid Base: 5 + Karma: 0 = 5 Pool: 11
Forgery (Forensics) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
Medicine Base: 5 + Karma: 0 = 5 Pool: 11
Perception Base: 6 + Karma: 0 = 6 Pool: 11
Throwing Weapons (Aerodynamic) Base: 6 + Karma: 0 = 6 Pool: 8 (10)
Unarmed Combat (Cyber Implants) Base: 6 + Karma: 0 = 6 Pool: 10 (12)
== Knowledge Skills ==
== Contacts ==
(Chemist) (CON: 5, LOY: 1)
== Qualities ==
Adept
College Education.RF
Insomnia (Basic)
Jack of All Trades Master of None
Mentor Spirit (Shark)
Poisoner
Poor Self Control (Vindictive)
Weak Immune System
== Powers ==
Improved Reflexes 2
Killing Hands
Penetrating Strike Rating: 3
Precision Throwing Rating: 3
== Lifestyles ==
Low (Low) 1 months
== Cyberware/Bioware ==
Mnemonic Enhancer Rating 1
Obvious Full Arm (AGI 9, STR 9, Physical 10) (Right)
+Customized Agility Rating 6
+Enhanced Agility Rating 3
+Customized Strength Rating 6
+Enhanced Strength Rating 3
+Cybergland Rating 1
+Hand Razors
+Bulk Modification Rating 4
+Built-in Medkit
== Armor ==
Armor Jacket 12
Ballistic Mask 2
+Respirator Rating 6
== Weapons ==
Grenade: Flash-Pak (Aerodynamic)
Pool: 8 Accuracy: 6 DV: Special AP: - RC: 2
Grenade: Fragmentation (Aerodynamic)
Pool: 8 Accuracy: 6 DV: 18P(f) (-1/m)AP: +5 RC: 2
Grenade: Gas (Aerodynamic)
Pool: 8 Accuracy: 6 DV: Chemical (10m Radius)AP: - RC: 2
Grenade: High Explosive (Aerodynamic)
Pool: 8 Accuracy: 6 DV: 16P (-2/m)AP: -2 RC: 2
Grenade: Thermal Smoke (Aerodynamic)
Pool: 8 Accuracy: 6 DV: (10m Radius)AP: - RC: 2
Hand Razors
Pool: 10 (12) Accuracy: 6 DV: 10P AP: -3 RC: 2
Throwing Knife
Pool: 8 Accuracy: 6 DV: 4P AP: -1 RC: 2
Throwing Syringe
Pool: 0 Accuracy: 6 DV: 1P AP: -1 RC: 2
Unarmed Attack
Pool: 10 Accuracy: 6 DV: 3P AP: - RC: 2
== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Fake SIN Rating 4 [Fake License 4 (Explosives License), Fake License 4 (Exotic Weapons License), Fake License 4 (Medical License)]
+Micro-Transceiver
+Subvocal Mic
+Sim Module
+AR Gloves
== Gear ==
Goggles Rating 4
+Smartlink
+Flare Compensation
+Image Link
+Low Light
Grenade: Flash-Pak (Aerodynamic) x4
Grenade: Fragmentation (Aerodynamic) x4
Grenade: Gas (Aerodynamic) x12
Grenade: High Explosive (Aerodynamic) x4
Grenade: Thermal Smoke (Aerodynamic) x4
Medkit Rating 6
Narcoject x20
Psyche x5
Slap Patch, Stim Patch Rating 4
Slap Patch, Trauma Patch
Survival Kit
Throwing Knife x5
Throwing Syringe x20