Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Desiani on <12-08-16/1002:25>
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I am trying to create a street doc based around the concept of him having as little essence as possible through Bio/cyber ware.
The concept came about when I realized my social adept is squishy and so is the combat adept in our party. I've been playing awakened thus far and want a mundane with lots of chrome! :D
I've only seen 1 logic augment in Bio ware, cerebral stimulation (may have the 2nd word wrong), in the Core book. I've looked at everything else in Chrome Flesh and the Core and can't find anything I like.
Is there any augments (preferably chrome, not required) that would fit the theme of a party buffer through drug application inside combat? I may have missed anything similar to a cyber arm quick inject needle system. :(
Remember the less essence the better! :D I will be taking Resources A or B. :)
Thanks in advance
Edit: I'm just asking for Augment ideas that fit the concept written above. A street doc you can get in and stay in a fight, buff allies with drugs (willing or not) with some sort of auto-inject needle from a cyber arm. And preferably with as little essence as possible :p
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Narco from Chrome Flesh is a Gene-mod any pill popping PC would want.
You're heading into a tough build though, Street Doc implies a high Logic and multiple skills at a moderate to high level. You're going to short yourself on essential Shadowrunner things somewhere to "Do all the things".
I'd tweak the concept from Street Doc to Paramedic. Former Crash Cart or DocWagon responder with a drug problem? Explains the combat 'ware and lets you go so-so on Logic and just stick to First Aid skill. You're not a brain surgeon, you're a Paramedic. Much easier build. You can swing a moderate Logic and 5ish Intuition so you'll have a bunch of Knowledge skills to flesh out the Drug and Sciencey Knowledge.
If you were doing Sumto10 you could pull off "Street Doc", but you're looking at a non-trivial skill investment that'll hurt in a standard priority build without some compromises. With Sumto10 you can go A Resources, B Stats, B Skills, E meta, E Magic. Otherwise the standard Priority Build Human Samurai A Resources, B Stats, C Skills, D Meta, E Magic gets short on Skills real fast for Street Doc/Samurai/Shadowrunner.
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Im actually a huge fan of the drone cyberhand, obviously not a great chargen choice but it has AMAZING utility if you need to *Groan* "lend somone a hand" while you would normally be pinned in cover and unable to respond, have a budget headware rcc and run a biotech autosoft for it. You now have a small drone you can throw or that can move itself to administer basic biotech, chems etc it's my riggers secret weapon, he keeps 3 on him at all times, one to wear, one to throw out or replace when current one is thrown to team or damaged so he's not one handed and one to use as a scout so he still has two if he needs to use one of the others after deploying his "scout'.
Remote Cyberhand (Minidrone)(Rigger 5.0 P.130)
Ess 0.25
Cap (5)
Avail 8
Cost 8,000
Sadly no stats like pilot etc listed so you might need to pull stats from a similar range of minidrones after talking to your gm.
It does have a sensor suite too albeit it's described as "poor" and actual stats are unlisted. (Seriously great job Rigger 5.0).
It can't be upgraded any further due to the size of the drone system.
Although it does have "manipulative ability that similarly sized drones lack" which is "handy".
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Lol remote CPR :P
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Lol remote CPR :P
Lol you joke but I have used it to remotely stabilise somone. I really can't sing these things praises enough, once you get used to the extra opportunities they open up and how to use them they are incredible. The headware Rcc can come in handy too your medic gets way more utility, including crash carts.
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Narco from Chrome Flesh is a Gene-mod any pill popping PC would want.
You're heading into a tough build though, Street Doc implies a high Logic and multiple skills at a moderate to high level. You're going to short yourself on essential Shadowrunner things somewhere to "Do all the things".
I'd tweak the concept from Street Doc to Paramedic. Former Crash Cart or DocWagon responder with a drug problem? Explains the combat 'ware and lets you go so-so on Logic and just stick to First Aid skill. You're not a brain surgeon, you're a Paramedic. Much easier build. You can swing a moderate Logic and 5ish Intuition so you'll have a bunch of Knowledge skills to flesh out the Drug and Sciencey Knowledge.
If you were doing Sumto10 you could pull off "Street Doc", but you're looking at a non-trivial skill investment that'll hurt in a standard priority build without some compromises. With Sumto10 you can go A Resources, B Stats, B Skills, E meta, E Magic. Otherwise the standard Priority Build Human Samurai A Resources, B Stats, C Skills, D Meta, E Magic gets short on Skills real fast for Street Doc/Samurai/Shadowrunner.
Unfortunately, my dm is strict on priority, it took me a well thought out argument why infection isn't a big deal and to let a fellow player to be a vampire.
Sticking to to priority though, how would you keep a b and c? Would you say to add up the cost of all the potential mods and then decide which prior I need?
Is the Cerebral Booster worth the alpha over standard? You can only get rank 2 at creation due to availability rules. Which of the cyber arm attachments? Should I only go with one cyber eye with all the fixing to protect from full decker blindness? And the big question full cyber arms/legs or just one arm and one leg? Or do you need a full arm/leg set to get the +3 str/agi bonus?
Edit: I don't think I can swing another 'let us do this' vote:(
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I vote for more Hobbes idea for more of a combat paramedic/former medical rescue team angle.... especially if you are trying to be able to take some hits for the team. I also vote for the drug problem.
Qualities:
Restricted Gear: Pain Editor
Cybersingularity Seeker (nice +2 Willpower for extra stun box, healing, resisting a lot of spells, and drug addiction resistance)
Jack of All Trades
'Ware:
Cerebral Boosters 2
Narco (for Cram and Psyche)
Dareadrinline (nice boost to willpower tests, including addiction)
Genetic Optimization if you really want more Logic
4 Cyberlimbs (as many as used as possible to squeeze in 3 armor in a limb and loaded with other goodies, it will also give 4 more boxes to your physical damage track)
Other basic 'ware (datajack, smartlink, etc.)
With just logic of 6, with cerebral boosters and Psych w/ Narco, you get your Logic to 10.
Your cyberarms will provide some built in armor to help take more hits, at help make sure the hits you do take are stun.
This would be a problem if you didn't have a Pain Editor, which lets you keep standing when you stun track is full, and stun damaged is halved when it bleeds over to your physical.
You don't really need initiative increasing 'ware if you use cram (your high logic will help keep addiction at bay) .
You can keep agility/str lowish and just load up your limbs with as much agility/strength you want.
You can get by with other lowish attributes... Especially when running psyche/cram w/ Narco, you get +2 Logic, +2 Intuition, +2 Reaction, and +1d6 initiative with not much downside.
I would prob go
Resources A
Skills B
Attributes/Meta C/D - (Meta C if going elf, dwarf, or ork, or meta D if going human)
Mundane E
You will may have money leftover for a nice ride and/or some thematic drones.
What's nice about cyberlimbs is that they have a lot of capacity. You can fit more 'ware into your body if you install them into your limbs.
Quickly modded up a not super optimized elf... right now character is at -9 karma but has not taken any negative qualities (or knowledge skills, or contacts). No major goodies installed in limbs yet and no gear.... still has 86k nuyenish with a full suite of 'ware. Skills have a lot of room to play with. I gave the character Chemistry so that s/he can cook drugs. You could prob afford to ditch the Dareadreinline for something else (mnemonic enhancer?) to save some coin.
== Info ==
Street Name:
Name: Unnamed Character
Movement: 12/24, 12m/ hit, Swim: 7, 6m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 8
Judge Intentions: 7
Lift/Carry: 5 (30 kg/20 kg)
Memory: 14
Nuyen: 138330
== Priorities ==
Metatype: C,2 Elf
Attributes: D,1
Special: E,0
Skills: B,3
Resources: A,4
== Attributes ==
BOD: 3
AGI: 2
REA: 3
STR: 2
CHA: 3
INT: 4
LOG: 6 (8)
WIL: 3 (5)
EDG: 4
== Derived Attributes ==
Essence: 0.01
Initiative: 7 + 1d6
Rigger Initiative: 7 + 1d6
Astral Initiative:
Matrix AR Initiative: 7 + 1d6
Matrix Cold Initiative: 4 + DP + 3d6
Matrix Hot Initiative: 4 + DP + 4d6
Physical Damage Track: 14
Stun Damage Track: 11
== Limits ==
Physical: 4
Mental: 10
Social: 4
Astral: 10
== Active Skills ==
Automatics : 6 [Submachine Guns]
Chemistry : 6 [Organic]
Disguise : 5
Electronic Warfare : 3 [Sensor Operations]
First Aid : 6 [Gunshot Wounds]
Leadership : 1 [Rally]
Medicine : 1 [Extended Care]
Palming : 5
Perception : 6 [Visual]
Sneaking : 5
== Qualities ==
Cyber-Singularity Seeker
Jack of All Trades Master of None
Low-Light Vision
Restricted Gear
Poor Self Control (Thrill Seeker)
== Cyberware/Bioware ==
Cerebral Booster Rating 2
Dareadreniline
Datajack
Narco
Obvious Full Arm (AGI 10, STR 3, Physical 4) (Left)
+Armor Rating 3
+Customized Agility Rating 7
+Enhanced Agility Rating 3
Obvious Full Arm (AGI 10, STR 3, Physical 4) (Right)
+Armor Rating 3
+Customized Agility Rating 7
+Enhanced Agility Rating 3
Obvious Full Leg (AGI 7, STR 3, Physical 4) (Left)
+Armor Rating 3
+Customized Agility Rating 7
Obvious Full Leg (AGI 7, STR 3, Physical 4) (Right)
+Armor Rating 2
+Customized Agility Rating 7
Pain Editor
Smartlink
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I will also add, it's probably not the most ideal to "buff" allies during combat with drugs. Combat can be so fast, and most drugs are not instantaneous (take time to kick in), making them irrelevant if you take them after combat has begun.
You are better off helping kill/take-down whoever is a threat and help deal with issues later. Like being able to do first aid on people, stabilizing if they have gone into overflow, wake people up with some stim/trauma patches, etc.
You can use drug making rules in chrome flesh to give people drugs that they can take on their own. Many of your team will appreciate this. Some on your team will NOT like drugs because they will not be good at dealing with addiction tests if they come up, and may be mad at you if your trigger happy drug injections without their consent led to an addiction. There are also autoinjectors people can get installed in their armor to that can be programmed to release drugs if certain conditions are met or to be released with a thought command with DNI if they want the drugs.
A street doc isn't like a DnD Cleric. If you are doing a lot of party drug buffing in combat, it's probably already too late.
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Are there any Handy guides as to find which books Drugs/drug creation are in or is it just in chrome flesh? I can't seem to find any mention of Narco and Dareadreniline in any of the books. Can you point me to thise?
Would y'all also recommend just self buffing with drugs via auto-injectors (thought command)? Or do auto injectors still have the time to kick in?
I don't think anyone has said this or not. How does the agility mods work in a cyber arm? The book says you only get a +4 total boost to anyone stat from Augs or magic. How does having the customized/enhanced agilty help me if it's only capped at 4?
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I would get Chummer to help build characters... it makes it much more managable. https://github.com/chummer5a/chummer5a
Narco/Dare are in the genetech section of Chrome Flesh (159-160). As are the drug making rules (without a header on pgs 191-192). Chrome Flesh (and I believe Data Trails) were published with poorly designed table of contents. Instead of having 3 pages of table contents that help you find what you are looking for in book, they have a one page with hard to decipher broader chapters.
It's not necessarily the injector that takes time (they can be programmed to release injectibles on their own if certain conditions are met), but drugs have a Speed value, the time it takes for them to work. That doesn't change whether it is auto-injected or not. Some are as quick as a combat turn (~3 seconds), some are 10 minutes, etc.
Limbs have their own rules. You can customize a base limb up to your racial maximum. (ex. a human can custimize a cyberarm with Agility 6 and Strength 6). On top of that, you can add enhancements to that limb, basically other 'ware installed into the limb (so it takes up capacity) to increase those attributes further (cap out at +3, so a human can get an Agility 9/Strength 9 arm). The issue is that - these stats are only used when doing something that just relies on that arm. Don't overthink it too much, but for a single cyberarm, would include punching someone with that arm, shooting a pistol, etc. The limb stats also don't change your limits (so you are still using your regular stats to deal with those). If you had one cyberarm and were firing an assault rifle (two-armed weapon), you would average the stats of the limbs (your base agility of one arm and the cyberagility of your cyberarm/2) to determine your agility for firing that weapon. If you run, you average the agility of your legs (maybe you have one cyberleg, or two cyberlegs with different agilities, etc.) You average your stats of limbs when many limbs are used in an action. When something is really complicated, you rely on your base stats. I tend to rule if you have 4 cyberlimbs (the german rulebook states this I believe), you just average your 4 cyberlimbs when doing full body things (so your Agility/Strength effectively become the average of your cyberlimbs, but your physical limit is still based on your non-limb strength).
So on mocked up elf combat paramedic above--he has two cyberarms with Agility 10. So whenever you are shooting a gun (one handed or two handed), Agility for that test will be 10. The character has 2 cyberlegs at Agility 7. You would use Agility 7 to determine the characters movement speed.
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I vote for more Hobbes idea for more of a combat paramedic/former medical rescue team angle.... especially if you are trying to be able to take some hits for the team. I also vote for the drug problem.
Qualities:
Restricted Gear: Pain Editor
Cybersingularity Seeker (nice +2 Willpower for extra stun box, healing, resisting a lot of spells, and drug addiction resistance)
Jack of All Trades
'Ware:
Cerebral Boosters 2
Narco (for Cram and Psyche)
Dareadrinline (nice boost to willpower tests, including addiction)
Genetic Optimization if you really want more Logic
4 Cyberlimbs (as many as used as possible to squeeze in 3 armor in a limb and loaded with other goodies, it will also give 4 more boxes to your physical damage track)
Other basic 'ware (datajack, smartlink, etc.)
With just logic of 6, with cerebral boosters and Psych w/ Narco, you get your Logic to 10.
Your cyberarms will provide some built in armor to help take more hits, at help make sure the hits you do take are stun.
This would be a problem if you didn't have a Pain Editor, which lets you keep standing when you stun track is full, and stun damaged is halved when it bleeds over to your physical.
You don't really need initiative increasing 'ware if you use cram (your high logic will help keep addiction at bay) .
You can keep agility/str lowish and just load up your limbs with as much agility/strength you want.
You can get by with other lowish attributes... Especially when running psyche/cram w/ Narco, you get +2 Logic, +2 Intuition, +2 Reaction, and +1d6 initiative with not much downside.
I would prob go
Resources A
Skills B
Attributes/Meta C/D - (Meta C if going elf, dwarf, or ork, or meta D if going human)
Mundane E
You will may have money leftover for a nice ride and/or some thematic drones.
What's nice about cyberlimbs is that they have a lot of capacity. You can fit more 'ware into your body if you install them into your limbs.
Quickly modded up a not super optimized elf... right now character is at -9 karma but has not taken any negative qualities (or knowledge skills, or contacts). No major goodies installed in limbs yet and no gear.... still has 86k nuyenish with a full suite of 'ware. Skills have a lot of room to play with. I gave the character Chemistry so that s/he can cook drugs. You could prob afford to ditch the Dareadreinline for something else (mnemonic enhancer?) to save some coin.
== Info ==
Street Name:
Name: Unnamed Character
Movement: 12/24, 12m/ hit, Swim: 7, 6m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 8
Judge Intentions: 7
Lift/Carry: 5 (30 kg/20 kg)
Memory: 14
Nuyen: 138330
== Priorities ==
Metatype: C,2 Elf
Attributes: D,1
Special: E,0
Skills: B,3
Resources: A,4
== Attributes ==
BOD: 3
AGI: 2
REA: 3
STR: 2
CHA: 3
INT: 4
LOG: 6 (8)
WIL: 3 (5)
EDG: 4
== Derived Attributes ==
Essence: 0.01
Initiative: 7 + 1d6
Rigger Initiative: 7 + 1d6
Astral Initiative:
Matrix AR Initiative: 7 + 1d6
Matrix Cold Initiative: 4 + DP + 3d6
Matrix Hot Initiative: 4 + DP + 4d6
Physical Damage Track: 14
Stun Damage Track: 11
== Limits ==
Physical: 4
Mental: 10
Social: 4
Astral: 10
== Active Skills ==
Automatics : 6 [Submachine Guns]
Chemistry : 6 [Organic]
Disguise : 5
Electronic Warfare : 3 [Sensor Operations]
First Aid : 6 [Gunshot Wounds]
Leadership : 1 [Rally]
Medicine : 1 [Extended Care]
Palming : 5
Perception : 6 [Visual]
Sneaking : 5
== Qualities ==
Cyber-Singularity Seeker
Jack of All Trades Master of None
Low-Light Vision
Restricted Gear
Poor Self Control (Thrill Seeker)
== Cyberware/Bioware ==
Cerebral Booster Rating 2
Dareadreniline
Datajack
Narco
Obvious Full Arm (AGI 10, STR 3, Physical 4) (Left)
+Armor Rating 3
+Customized Agility Rating 7
+Enhanced Agility Rating 3
Obvious Full Arm (AGI 10, STR 3, Physical 4) (Right)
+Armor Rating 3
+Customized Agility Rating 7
+Enhanced Agility Rating 3
Obvious Full Leg (AGI 7, STR 3, Physical 4) (Left)
+Armor Rating 3
+Customized Agility Rating 7
Obvious Full Leg (AGI 7, STR 3, Physical 4) (Right)
+Armor Rating 2
+Customized Agility Rating 7
Pain Editor
Smartlink
Something I am curious about... Since this character was ex HTR, wouldn't his Physical limit be higher since he was in many situations where he was most likely needing to shoot things while extracting. Would trading the high mental limit of 10 and switching it to 8 and raising the Phys limit to 6.
Is that adviseable or keeping with the theme i'm going for, is the Phys 4 Mental 10 good?
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Shooting uses gun accuracy as a limit, not physical limit.
The only thing this build is going to run up against their physical limit with is sneaking/palming, but getting 4 hits is a lot for a brain guy, and he has edge to use if needed.
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Try this for a Doc character:
Attributes
Body 3
Agility 4(6)
Reaction 4
Strength 4
Willpower 3
Logic 5
Intuition 5
Charisma 4
Edge 5
Essence 5.0
Physical Initiative: 9/10+2D6
Armor: 12
Limits: Physical 5, Mental 6, Social 6(8)
Active Skills:
Biotech Group 5
Influence Group 3
Chemistry 5
Con 3
Gymnastics 4
Perception 3
Pilot Ground Craft (Wheeled +2) 1
Pistols (Semi-Automatics +2) 5
Sneaking (Urban +2) 4
Knowledge Skills:
Science Fiction 4
Biology (Anatomy and Physiology +2) 5
Shelters and Soup Kitchens 4
Sprawl Life 4
Street Gangs 3
Languages:
English N
Positive Qualities:
Agile Defender
Friends in High Places
Perceptive
Negative Qualities:
Day Job (2,500¥/month, 20 hrs/week)
Phobia, Common (Moderate): Acrophobia
SINner (National SIN): UCAS Citizen
Augmentations:
Cyberears (1) w/ Audio Enhancement (3), Damper, Sound Link
Cybereyes (2) w/ Flare Compensation, Image Link, Low-Light Vision, Thermographic Vision, Vision Enhancement (3)
Muscle Toner (Used) (2)
Vehicles:
GMC Endurance [Handling 3/3, Speed 4, Accel 3, Body 14, Armor 6, Pilot 1, Sensor 2, Seats 8]
Gear:
Shop, Medicine
Hyundai Shin-Hyung [Handling 5/4, Speed 6, Accel 3, Body 10, Armor 6, Pilot 1, Sensor 2, Seats 4]
Gear:
AR Gloves
Argentum Coat w/ -3 modifier for concealability, Custom Fit, Custom Fit (Stack), Increase Social Limit by 1
Armanté Suit w/ Increase Social Limit by 2
Armor Jacket
Flashlight
Flashlight, Low-Light
Flashlight, Thermographic
Gerald Rizzo w/ Fake License: Firearm Permit (4), Fake License: Implant Permit (4), Fake SIN (4), (1 month) Low Lifestyle
Medkit (6)
Medkit (6)
Respirator (6)
Shop, Cybertechnology
Shop, Medicine
Transys Avalon
Trodes
Weapons:
Colt Government 2066 [Heavy Pistol, Acc 8, DV 7P, AP -1, SA, 14 (c)] w/ Laser Sight, Personalized Grip, (70x) Regular Ammo, (5x) Spare Clips
Yamaha Pulsar [Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)] w/ (20x) Taser Dart