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> Looking for Logic Skill Boosts, My Medic isn't hitting their Healing cap yet
tsuyoshikentsu
post May 27 2009, 05:55 AM
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Order of... oh, that's cute.

I'm actually seeing an "Optimized Party" coming together. Medicmancer, Pornomancer (who throws a little extra out to get a healing spell), Climber troll for infiltration, Armor Troll for tanking, and... hm. This team needs a heavy and a hacker. Perhaps something to do with Agent Smith...?
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Draco18s
post May 27 2009, 06:05 AM
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QUOTE (Heath Robinson @ May 26 2009, 04:53 PM) *
Dronegaggle


I am stealing this word.
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Dakka Dakka
post May 27 2009, 06:18 AM
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So by healing twice you only mean using first aid and empathic healing, right? That's neither new nor abusive. I was under the impression that you found a way to use either technique twice on any set of injuries.
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tsuyoshikentsu
post May 27 2009, 08:36 AM
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Actually, you could sort of heal a set of woundsfour times: first aid, magical heal, empathic healing, first aid yourself, magically heal yourself.
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Heath Robinson
post May 27 2009, 09:01 AM
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QUOTE (Dakka Dakka @ May 27 2009, 07:18 AM) *
So by healing twice you only mean using first aid and empathic healing, right? That's neither new nor abusive. I was under the impression that you found a way to use either technique twice on any set of injuries.

First Aid (Wounded) -> Empathic Healing/Pain Relief -> First Aid (Themself)

I don't consider Empathic Healing actual Healing since it conserves damage. It's just useful for moving damage away from the fractional Essence sam. The Medic is meant to be a horrible prospect by themselves, so being able to rely on Heal shouldn't be part of the normal operations. It's a nice bonus, but The Medic needs to put the Troll Tank or Binky back together after they take an AT Missile to the face, by themselves.

If we allow for both Trained Assistants, Teamwork, and a PMV then The Medic can grab another 20 dice, taking the DP for First Aid to 48. Teamwork group being Manservant 3s with Sensor 6, Tacnet, First Aid autosofts contributing an average of 3 dice each for 15 dice total. Trained Assistants are more of the same. The Medic Cold Sim rigs another Manservant and pops Trance beforehand via an Autoinjector. 15 + 3 + 2 = 20 dice. First Aid is not a Matrix Skill Test. With the existing 28 dice this gives a total of 48 and gives sufficient margin on my earlier limit that it will reliably hit the cap.


My criticism of using a Technomancer is that they can only achieve Command Stratospheric for a few CTs. They can't have the 'ware for boosting Logic linked skills because doing so drops their CFs. They need to register sprites for that kind of thing. Whilst Technos may be the greatest Riggers on the face of the planet, this isn't a rigging challenge.


I'll have a new copy of the sheet up later today. Got work.
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Mäx
post May 27 2009, 11:56 AM
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QUOTE (Heath Robinson @ May 26 2009, 10:11 PM) *
Can't use Psyche - this character is at their Augmented Logic max.

Then get genetic optimization for logic.
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tsuyoshikentsu
post May 27 2009, 05:16 PM
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Also drop Slow Healer for Impaired Attribute (anything you don't intend to cap, like STR or something.) Slow Healer is a bad plan when you're using Empathic Healing and there are better alternatives.
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Heath Robinson
post May 27 2009, 06:24 PM
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QUOTE (Mäx @ May 27 2009, 12:56 PM) *
Then get genetic optimization for logic.

Forgot about that. All is good under the sun.

QUOTE (tsuyoshikentsu @ May 27 2009, 06:16 PM) *
Also drop Slow Healer for Impaired Attribute (anything you don't intend to cap, like STR or something.) Slow Healer is a bad plan when you're using Empathic Healing and there are better alternatives.

I don't even list the SURGE qualities on the sheet I've got laid out for this. So, sure.


Bah, forgot to apply the new teamwork rule from the Anniversary errata. Down 5 dice on the high end, and down a Manservant. Still, the Manservants are dodgy since there's wiggle room to exclude them as a source of bonus dice without real issues. I'm not going to consider them a proper DP source, but I'm going to do the calculations for their inclusion out of interest.

With some stat rearrangements after purchasing Genetic Optimisation (Logic) and accounting for Psyche the DP is now 30, +2 for Specialisation. If you're willing to risk being knocked out from extra stun, then you can add some Overdrive for an extra dice. With the Dronegaggle and Psyche the DP is at 48, 50 for Specialisation.

[ Spoiler ]
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Sma
post May 27 2009, 07:56 PM
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Neocortical Nanites will give you another 3 dice on top of everything. If you find with a rigged variant the Control Rig Boosters can add another 3 dice.
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tsuyoshikentsu
post May 27 2009, 09:47 PM
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Neocortical's a good idea, but it needs a nanohive. You actually don't have quite enough Essence to get a nanohive straight, but fortunately it's only Capacity 2. It'll pop right into a synthetic cyberhand (or foot, whatever).
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Jaid
post May 28 2009, 12:47 AM
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QUOTE (Sma @ May 27 2009, 02:56 PM) *
Neocortical Nanites will give you another 3 dice on top of everything. If you find with a rigged variant the Control Rig Boosters can add another 3 dice.

control rig boosters baugment the skill. his skill is already *at* the augmented max. as such, control rig boosters won't do the trick.
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Espiritu
post Dec 31 2009, 11:12 PM
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Don't laugh at death... Murphy's Law is #1 on his speed-dial.
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Draco18s
post Jan 1 2010, 12:22 AM
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QUOTE (Espiritu @ Dec 31 2009, 06:12 PM) *
Don't laugh at death... Murphy's Law is #1 on his speed-dial.


No, that's Albert. Murphy is #2.
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Makki
post Jan 25 2010, 10:13 AM
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i throw in some karma for Attunement (Medkit)
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Ascalaphus
post Jan 25 2010, 12:16 PM
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So what was the idea behind the autosoft in the begiinning? For the drones?
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Heath Robinson
post Jan 25 2010, 08:46 PM
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QUOTE (Page 253 @ Anniversary BBB Printing)
If a trained medtech uses a medkit/autodoc when healing a character, she receives a dice pool modifier equal to the device’s First Aid or Medicine autosoft rating.


Oft-overlooked.
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Mongoose
post Jan 25 2010, 10:11 PM
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Nah, death is still a real threat even with super-healing. If you've gotten to where you NEED 9 boxes of first aid healing, you probably were in a situation where taking another 9 boxes was pretty likely. Nobody goes into overflow and then laughs.

The main difference is, getting 9 boxes of first aid lets you go out and do it again an hour or two later...

If you want more dice, I think a Technomancer could help you out by throwing a sprite into your medkit. Probably best not to make your healer a TM just for that purpose, but maybe halving one as a high level contact, for when you really need it, would make sense. Ring them up on your link, they bob over through the 'trix and lend a helping digital hand...
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dirkformica
post Jan 26 2010, 03:49 AM
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Can Analyze Device help this experiment? Also, I know there's some cyberware involved, but could a Pixie's +1 logic or a Nosferatu's +2 Logic help? Pixie Mystic Adept might be able to pull off some shenanigans.
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Heath Robinson
post Jan 26 2010, 04:11 AM
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In terms of add-ons from spellcasters and technomancers - those are not intergral to the character. They're external bonuses that I would not want to include due to unreliability. Tiger Eyes already mentioned Sprites in the very first response, and my answer then still holds.

QUOTE (dirkformica @ Jan 26 2010, 03:49 AM) *
Also, I know there's some cyberware involved, but could a Pixie's +1 logic or a Nosferatu's +2 Logic help? Pixie Mystic Adept might be able to pull off some shenanigans.

This build gets 1 dice from SURGE, 2 dice from Genetic Augmentations, and 1 dice from increased Augmented Maxima (using Psyche), for a total of 4 dice that can be lost. Pixies cannot take Geneware (it's not available in grades), losing out on 2 dice and 1 from lowered Augmented Maxima. They probably can't take SURGE, so they lose all 4 of those dice to gain that 1 die from Logic. Meanwhile, the Nosferatu can take SURGE, but Geneware kills them, so they lose 2 dice to gain 2 from Logic and their Augmented Maxima doesn't change.

Both of those options precludes the +3 to Logic and +1 DP on Logic-Linked Skills I gained from 'Ware, since you're only allowed to take up to Alphaware at CharGen. That means that the Pixie option is down 8 dice, and the Nosferatu is down a mere 4 (not counting things crowded out of the budget by the Nosferatu's extreme cost).
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