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Delarn
post Feb 27 2010, 03:15 PM
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Minotaur Medic/Adept with healing power and Boosted ini.
Power
Empathic Healing 0,5 Transfer Physical wounds from others to you
Improved Reflexes II 2,5 +2 Reaction/+2 Initiative Pass
Rapid Healing 3 0,75 +3 dice to healing tests
Pain Relief 1 Heal Stun damage for others
Sustenance 0,25 Only require 3 hours sleep and 1 meal/day
Killing Hands 0,5 Unarmed does Physical & pierces Immunity
Supernatural Toughness (Physical) 0,5 +1 to physical condition monitor per level

Skills:
Unarmed Combat 3
First Aid 5
Cybertechnology 2 (Not sure if I'll keep this one)
Medicine 5
Dodge 4
Automatics 4
Pilot Aircraft 1

Background: After a job to save someone who didn't deserve it Gro left the Docwagon medic team to enter the shadow. He had to save the criminal that killed his parents.
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Karoline
post Feb 27 2010, 07:08 PM
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Some improved ability power for first aid and medicine could go quite a long way, likely alot further than rapid healing actually.

I wouldn't imagine the automatics or unarmed combat to be from a docwagon past, but there are certainly other reasons to have the skill. I also figure you'd be more likely to get a pilot groundcraft for an ambulance than a pilot aircraft for the evac chopper.

How long does Empathic healing take? If it is longer than first aid it is of seriously limited use. Of course the empathic healing and rapid healing could be great from an RP perspective, but they aren't so wonderful from a mechanics one.
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Delarn
post Feb 27 2010, 09:05 PM
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DAMNED I didn't check the description.
Empathic healing is tooooooooooooo long to operate in the swift of a combat.
I'm going to work it up and send a other preview.
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Critias
post Feb 27 2010, 09:10 PM
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QUOTE (Karoline @ Feb 27 2010, 02:08 PM) *
Some improved ability power for first aid and medicine could go quite a long way, likely alot further than rapid healing actually.

I wouldn't imagine the automatics or unarmed combat to be from a docwagon past, but there are certainly other reasons to have the skill.

Automatics, heavy weapons, pistols...take your pick. They go in armed to the teeth, depending on the level of contract, etc. Unarmed combat at 2-3 I could see, too, since it could be justified as something he picked up from other DW employees (combat vet types, or whatever), even if not official training. But firearm skills? Yeah, I imagine they get those on-the-job.

It's the Minotaur bit that gets me. I'm not sure how metahuman friendly they are even with the "normal" kinds, and I can imagine being that size would get old awful quick in an already-crowded DocWagon vehicle.
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Karoline
post Feb 27 2010, 09:27 PM
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QUOTE (Critias @ Feb 27 2010, 04:10 PM) *
Automatics, heavy weapons, pistols...take your pick. They go in armed to the teeth, depending on the level of contract, etc. Unarmed combat at 2-3 I could see, too, since it could be justified as something he picked up from other DW employees (combat vet types, or whatever), even if not official training. But firearm skills? Yeah, I imagine they get those on-the-job.

It's the Minotaur bit that gets me. I'm not sure how metahuman friendly they are even with the "normal" kinds, and I can imagine being that size would get old awful quick in an already-crowded DocWagon vehicle.


Hmm, I'd always figured that when they went into a high danger zone that they didn't fire back. Saw them as more 'neutral'. Thus why I didn't say anything about dodge, because I figure that would be the main way they would stop themselves getting hurt, not by taking down security guards and cops. That would after all amount to a declaration of war since companies are their own nations (basically).

I'd forgotten to mention about the minotaur part, though I'd intended to. I agree that it seems unlikely that DocWagon would be real interested in a Minotaur. A troll maybe because he could act as a meat shield and easily carry anyone that gets downed, but a minotaur seems like you'd run into a rather large race issue.
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Tanegar
post Feb 27 2010, 09:41 PM
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Why? A minotaur might get some weird looks outside the Mediterranean (I'm assuming; RC doesn't actually give their home region), but I can't imagine they'd be discriminated against any more (or less, depending your preferred level of dystopia) than any other metavariant.
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Delarn
post Feb 27 2010, 09:50 PM
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The Minotaur part is my "Touch" to the character. I can't play something normal. I was going fo a Centaur first but a Centaur with medical knowledge and university degree... I don't think so !
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Delarn
post Feb 27 2010, 10:11 PM
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Update on powers :
Improved Tech. Ability [First Aid] 4 1 +4 dice to techincal skill
Improved Reflexes II 2,5 +2 Reaction/+2 Initiative Pass
Freefall 0,25 Reduce falling effect by 2 meters/level
Pain Relief 1 Heal Stun damage for others
Sustenance 0,25 Only require 3 hours sleep and 1 meal/day
Killing Hands 0,5 Unarmed does Physical & pierces Immunity
Supernatural Toughness (Physical) 0,5 +1 to physical condition monitor per level

Update on skills:
Unarmed Combat 3
First Aid 5
Survival 2 Or Sky Diving If there is an active skill on that name (IMG:style_emoticons/default/wink.gif)
Medicine 5
Dodge 4
Automatics 4
Pilot Aircraft 1

The Minotaur is from the heavy units. He has to sky dive (free fall power).
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Brol_The_Mighty
post Feb 27 2010, 11:48 PM
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You can't benefit from Improved Ability (anything) higher than 3, because its based off of the level of skill you have. The highest you can benefit from is skill 6, with improved skill of 3.
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Critias
post Feb 27 2010, 11:57 PM
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QUOTE (Karoline @ Feb 27 2010, 04:27 PM) *
Hmm, I'd always figured that when they went into a high danger zone that they didn't fire back. Saw them as more 'neutral'. Thus why I didn't say anything about dodge, because I figure that would be the main way they would stop themselves getting hurt, not by taking down security guards and cops. That would after all amount to a declaration of war since companies are their own nations (basically).

Check out some of the earlier stuff on 'em (Missions, maybe?) and they're pretty well armed. I guess they might have changed that going into SR4 or something, but traditionally they've gone in shootin' if they need to.
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Karoline
post Feb 28 2010, 12:06 AM
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QUOTE (Brol_The_Mighty @ Feb 27 2010, 06:48 PM) *
You can't benefit from Improved Ability (anything) higher than 3, because its based off of the level of skill you have. The highest you can benefit from is skill 6, with improved skill of 3.

QUOTE
You
cannot have more additional dice than your base skill rating.
Improved Ability does not actually improve a skill’s rating,
it only provides additional dice for tests involving the skill.

[/argument]
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Tanegar
post Feb 28 2010, 12:35 AM
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QUOTE (Delarn @ Feb 27 2010, 05:11 PM) *
Survival 2 Or Sky Diving If there is an active skill on that name (IMG:style_emoticons/default/wink.gif)

Parachuting is a Body-linked Active Skill; one of its listed specializations is "Recreational (standard skydiving)." For your concept, however, I would recommend either the Low Altitude specialization, or Static Line. Skydiving parachutes are rather different in design than (para)military airborne-insertion parachutes, and I imagine the skills involved don't translate particularly well from one to the other.
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Delarn
post Feb 28 2010, 12:42 AM
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QUOTE (Karoline @ Feb 27 2010, 07:06 PM) *
[/argument]

Ok so I remove 2 points ? I'll put them into Free Fall

QUOTE (Tanegar @ Feb 27 2010, 07:35 PM) *
Parachuting is a Body-linked Active Skill; one of its listed specializations is "Recreational (standard skydiving)." For your concept, however, I would recommend either the Low Altitude specialization, or Static Line. Skydiving parachutes are rather different in design than (para)military airborne-insertion parachutes, and I imagine the skills involved don't translate particularly well from one to the other.


Static Line would be better. Thanks !
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Professor Evil O...
post Feb 28 2010, 01:46 AM
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QUOTE (Critias @ Feb 27 2010, 03:57 PM) *
Check out some of the earlier stuff on 'em (Missions, maybe?) and they're pretty well armed. I guess they might have changed that going into SR4 or something, but traditionally they've gone in shootin' if they need to.


Yep, Missions (the SR2 module, not the official campaign), also the Neo Anarchist's Guide to Real Life. Both books list standard gear, vehicles, and some stats. Doc Wagon is pretty well armed, uses gel rounds, and will fire on anyone who fires on them. Missions has a pretty detailed description of their standard operating procedures, and includes an adventure where the PCs pose as temporary Doc Wagon employees.
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Delarn
post Feb 28 2010, 01:47 AM
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QUOTE (Karoline @ Feb 27 2010, 07:06 PM) *
QUOTE
QUOTE (Brol_The_Mighty @ Feb 27 2010, 06:48 PM)
You can't benefit from Improved Ability (anything) higher than 3, because its based off of the level of skill you have. The highest you can benefit from is skill 6, with improved skill of 3.
QUOTE (Karoline)
You
cannot have more additional dice than your base skill rating.
Improved Ability does not actually improve a skill’s rating,
it only provides additional dice for tests involving the skill.

[/argument]

So I can still have the 4 point in there it will only help my first aid skill with 4 additional dices ...
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Karoline
post Feb 28 2010, 02:08 AM
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QUOTE (Delarn @ Feb 27 2010, 08:47 PM) *
So I can still have the 4 point in there it will only help my first aid skill with 4 additional dices ...


Correct. There are only two things which limit how much improved ability you can get in a particular skill. And that is the rating of the skill itself, and your magic attribute. As long as you are not over either of these, you're golden. So no need to reduce it by 2 points, 4 is good.
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Delarn
post Feb 28 2010, 02:20 AM
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QUOTE (Karoline @ Feb 27 2010, 09:08 PM) *
Correct. There are only two things which limit how much improved ability you can get in a particular skill. And that is the rating of the skill itself, and your magic attribute. As long as you are not over either of these, you're golden. So no need to reduce it by 2 points, 4 is good.


If I specialize it to Combat wounds (well Docwagon is combat oriented emergencies) Will those 4 dice still applie ?
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Karoline
post Feb 28 2010, 02:26 AM
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QUOTE (Delarn @ Feb 27 2010, 09:20 PM) *
If I specialize it to Combat wounds (well Docwagon is combat oriented emergencies) Will those 4 dice still applie ?


Yep. Specialties just apply 2 extra dice when doing your specialty, and you still get to make use of bonus dice to the base ability.
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Delarn
post Feb 28 2010, 02:47 AM
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So it'S Logic+First Aid+Adept+Spec when dealing with combar wounds ! AWESOME !
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Karoline
post Feb 28 2010, 02:48 AM
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QUOTE (Delarn @ Feb 27 2010, 09:47 PM) *
So it'S Logic+First Aid+Adept+Spec when dealing with combar wounds ! AWESOME !


Don't forget +medkit.
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Delarn
post Feb 28 2010, 03:03 AM
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4+5+4+2+6 = 21 Dice to fix my party members ! YEAH !
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Brol_The_Mighty
post Feb 28 2010, 03:25 AM
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In SR4A pg. 196 under Improved Ability

"increases the rating of the Active skill by 1 per level. A skill's maximum modified rating equals its base rating x 1.5."

Meaning that you can only benefit from 3 levels of Improved Ability, and that's IF you've got a 6 in that ability.
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Karoline
post Feb 28 2010, 12:40 PM
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Hmm, I didn't realize they'd changed that. It isn't in the changelist, only that they reworded it to include vehicle skills.

Could you include the entire paragraph for the description of the improved ability ability? I thought I'd seen some builds that still used it the old way.
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Delarn
post Feb 28 2010, 12:57 PM
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updated to be cannon !
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Heath Robinson
post Feb 28 2010, 01:57 PM
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QUOTE (Karoline @ Feb 28 2010, 12:40 PM) *
Hmm, I didn't realize they'd changed that. It isn't in the changelist, only that they reworded it to include vehicle skills.


QUOTE (Shadowrun BBB Errata v1.8 )
p. 187 Improved Ability
The firrst paragraph should read:
“This power increases the rating of a specific Active skill by 1 per level. A skill’s maximum modified rating equals its base rating x 1.5. Improved ability must be purchased for a specific skill, not a skill group.”


It's not a change applied in the Anniversary round of errata, but arguably the changes doc should include the full set of errata since the first printing.
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