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Combat Drug Prime Runner

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Canticle

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« on: <04-29-11/1112:12> »
To be a successful combat character you either have to be a vatjob, an adept, or a mage with a lot of touch and combat spells. I wanted to try another build out for a Prime Runner: Combat Drugs. This is a prime runner, so even though K-10 is F16, I'm letting him have it. He is a full 400 BP. Any advise is welcome.

Cram: +1 Reation, +1 IP for a minimum of 1 Hour; suffers 6 damage on the low down.
Jazz: +1 Reaction, +1 IP for 10*1d6 minutes; suffers disorientation on the low down.
K-10: +3 Body, +3 Agility, +6 Strength, +1 Willpower, +3 IP, High Pain tolerance 3, Berserk; 18S damage and a Edge (1) test or Permanent Berserk on the low down.
G3: +1 Body when resisting fatigue and Longevity; no ill effects.
Dopadrine: Cancels Berserk, -1 to all physical actions

I can crank up his Reaction+2, Body+3, Agility+3, Strength+6, WP+1, and IP to its max. Any other Drugs I should think about?

Handle: TaxiDriver
Name: Geoffrey Simmons
MT: Orc
B-6;A-4;R-4;S-6;C-2;I-3;L-3;W-5;EDGE-4;ESS-5.2;Init-7;IP-1
Active Skills: Athletics 3, Blades 4, Etiquette (Street) 2, Firearms 4, First Aid 2, Intimidation 3, Unarmed Combat 4
Knowledge Skills: Chemicals 3, Combat Drugs 4, French N, Igbo 3, Lagos Pidgin 4, Street Rumours 4
Positive Qualities: Tough as Nails 2, Toughness 1
Negative Qualities: Addiction (Moderate) Jazz, Addiction (Moderate) Cram, Addiction (Mild) K-10, Bad Rep, Liar
Gear: Katar (750¥), Morrissey Alta (850¥), Sony Emperor w/Renraku Ichi (1300¥), Armoured Jacket (900¥), Colt Cobra TZ-110 w/smartlink (550¥)
Cyberware: Commlink (2000¥) Cybereyes R2 w/Low-light Vision, Smartlink, and Flare Compensation (3750¥)
Drugs:Cram, 20 Doses (200¥); Dopadrine, 20 Doses (300¥); G3, 40 Doses (200¥); Jazz, 20 Doses (1500¥); K-10, 10 Doses (9,500¥)
Low Lifestyle 1 Month and 550¥
Contacts: Drug Dealer L1/C3, Fixer L2/C2

James McMurray

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« Reply #1 on: <04-29-11/1125:25> »
Question: how does one survive taking all those drugs? 24 boxes of unsoakable damage when they wear off is going to kill even an unwounded guy.

Question 2: How does one survive K-10 long enough to develop a resistance to it?

If he's going to die anyway, slap in some Betameth (+2 Reaction, +1 Intuition).

Drugs
Guts: immunity to fear means you don't turn tail and run at the sign of the first spirit with Fear.
Hurig: -1 Logic (not a combat stats) for =1 Willpower (helps against mages) can't hurt.
Oxygenated Flourocarbons: +1 Agility is nice
Snuff: +1 Reaction, Pain Resistance 1, no downside.
Overdrive: +1 Reaction, +1 to Logic skills

Magical compounds
Immortal Flower: Regen means you just might survive all those drugs wearing off. But you'll want to lose the cyberware and convert all that stuff to mundane equivalents.

Genetic Infusions
Braveheart: +1 Willpower, +2 Impact Armor, –1 Intuition
Sideways: +2 dice pool modifier on all defensive Reaction Tests, +1 on all Perception Tests, and an additional +1 on all combat tests. No wound penalties
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Canticle

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« Reply #2 on: <04-29-11/1154:23> »
Magical compounds
Immortal Flower: Regen means you just might survive all those drugs wearing off. But you'll want to lose the cyberware and convert all that stuff to mundane equivalents.

Genetic Infusions
Sideways: +2 dice pool modifier on all defensive Reaction Tests, +1 on all Perception Tests, and an additional +1 on all combat tests. No wound penalties

I will rework him to take Immortal Flower and have Sideways. Thanks for the help. Where are the sideways rules located?

Maelstrom

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« Reply #3 on: <04-29-11/1259:23> »
Augmentation, page 94

Canticle

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« Reply #4 on: <04-30-11/1714:00> »
Rockin. There is a gene therapy that increases essence, so this guy could be around for a while if the PCs don't off him.

Triggvi

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« Reply #5 on: <04-30-11/2225:34> »
Rockin. There is a gene therapy that increases essence, so this guy could be around for a while if the PCs don't off him.

The suck part is the expense and that you can't get the magic maximum back.
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Rockopolis

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« Reply #6 on: <05-01-11/0907:12> »
Prime Runner.  Always have enough money. :D
Perhaps better, if he's an antagonist, make it have effects; going through he'll for his edge, and it is taking its toll.
Any autoinjectors or glands?
Do the IPs from different drugs stack?

EDIT: Oh yeah, I have to say, I like the concept.
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Canticle

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« Reply #7 on: <05-01-11/1011:20> »
I've given him some Sideways and Braveheart along with Guts and Overdrive. So many drugs. I've given him an ex-EVO streetdoc with some good connections to supply him with the genetherapy and genetic infusions.

Prime Runner.  Always have enough money. :D
Perhaps better, if he's an antagonist, make it have effects; going through he'll for his edge, and it is taking its toll.
Any autoinjectors or glands?
Do the IPs from different drugs stack?

He will be getting some more fun toys.
The drugs do stack, but you cannot have more than four passes, so it does not do much beyond giving him some high attributes.
EDIT: Oh yeah, I have to say, I like the concept.
He is a Caucasian French African from Burkina Faso who traces his lineage back to the Frenchmen who have been the upper class since colonization. Then goblinization happened. There are hints that he likes frequenting cherubiums... but only for the drugs in the back rooms.
The idea was to make him a potential protagonist or antagonist depending on how the PCs roll with him. There are a few runner crews in Lagos and he happens to be in the most notorious one. Being pals with him has its ups and downs.

Seeker

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« Reply #8 on: <07-26-11/1259:02> »
Stupid question, with likely an easy answer.  Do IP's from cyber/bio stack with Drugs?  I know the limit is four, but this could make a concept for me work a little better, too.

UmaroVI

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« Reply #9 on: <07-26-11/1530:28> »
Doesn't stack; the drugs stack with anything that doesn't forbid stacking (so drugs do stack with Increase Reflexes spell, for example) but all IP augmentations specifically say they don't stack with anything or with anything except 1 other thing (WR/Reaction Enhancers stack).

eshoup1

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« Reply #10 on: <07-26-11/1627:16> »
I've drawn up a jazz+kamikaze character before. I tried to figure out a way to get K-10 in the mix but just couldn't make the pieces fit.

But this guy looks like a force of nature. I like it.

Mara

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« Reply #11 on: <07-31-11/1202:50> »
Nice to see other people making Juicers in SR...Somewhere I have my attempt at the gear kit for one I figured would work..
(What? Doesn't everyone make gear kits for interesting concepts they just haven't built the character for yet?)

Glyph

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« Reply #12 on: <07-31-11/1800:11> »
For a juicer, an adrenaline pump would fit the concept, even though it is technically bioware.  Platelet factories too, maybe - they both release stuff into the bloodstream.  Also, chemical glands and autoinjectors.  And don't forget the nanoware - universal nantidotes, nanosymbionts, O-cells, and oxyrush.

For someone mixing so many substances in his bloodstream, I would probably give him a nano-biomonitor and a trauma control system.

Also, since it suspends a bit of disbelief for me, to imagine  someone highballing several incredibly potent illegal drugs without suffering both minimal benefit and drastically increased damage afterwards - I would recommend (since this is a prime NPC) giving him a piece of 'ware to justify it - the "Mixmeister 2068" - a piece of headware connected by DNI to his biomonitor, TCS, and autoinjectors, that carefully measures and adjusts his dosages so that he can combine several powerful substances with minimal problems (although like most juicers, he will still be on borrowed time).

UmaroVI

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« Reply #13 on: <07-31-11/1824:23> »
Another way to justify the whole "he's not dead?" thing:

First, give him some Zero. That would explain how he keeps benefitting from hilarious amounts of drugs without building up resistance.

Second, a mage buddy with Detox. The buddy Detoxes him (to stop him from dying as all the drugs wear off)... of course, this gives him the weakness of being predictable once you find this out (you know after a fight, he's got to go see his pal).

None of this fixes the eventual death from addiction and essence loss, but that could take a while.

 

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