Slightly Crispy Medic Mage, (Cybered, but still has more than half his Essence) |
Slightly Crispy Medic Mage, (Cybered, but still has more than half his Essence) |
Apr 14 2011, 05:43 PM
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#1
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Neophyte Runner Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 |
OK, I said I was going to post my one character, but I forgot my thumb drive so couldn't do it yesterday. Here he is.
*EDIT* I dropped the Etiquette skill down a point, dropped Infiltration a point (I've got Improved Invisibility to help in the times I really need to be stealthy), dropped the Specialization for Summoning and took First Aid 2 and specialized with Combat Wounds. *EDIT 2* I took Bodak's suggestion and took Sterilize. It replaces Stunball Michael Ravenwood "Compass" Role: Combat Medic Mage Attributes = 160 BP [ Spoiler ] Spells = 24 BP [ Spoiler ] Positive Qualities = 35 BP [ Spoiler ] Negative Qualities = -35 BP [ Spoiler ] Skills = 110 BP [ Spoiler ] Knowledge Skills [ Spoiler ] Gear = 50 BP [ Spoiler ] Contacts: [ Spoiler ] Important dice pools: (Thanks Makki for the idea) Spells (other than Health): Magic 3 + Skill 5 + Focus 2 = 10 Health Spells: Magic 3 +Skill 7 + Focus 2= 12 Counterspelling: Magic 3 + Skill 4 = 7 Drain: Log 4 + Will 4= 8 (has 10 dice for Cure Disease) Perception Checks: Skill 2 + Intuition 3 + Cyber Enhancements 2 = 7 (10 dice for Scent Perception Checks) First Aid: Skill 2 + Log 4 + Medkit 6= 12 (14 for a combat wound) Pistols & Heavy Weapons: Skill 1 + Smart 2 + Agi 3= 6 (8 for semi-auto pistols & grenade launchers)) Unarmed: Skill 3 + Agi 3 = 6 (8 if he's using his shock hand) I used the spoiler tags so that I didn't have a whole wall of text. I know that this is not an optimal build, but I think that it would be a... passable character. |
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Apr 14 2011, 11:58 PM
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#2
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Moving Target Group: Dumpshocked Posts: 573 Joined: 23-July 03 From: outside America Member No.: 5,015 |
No First Aid(Combat wounds) on a Medic?
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Apr 15 2011, 12:27 AM
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#3
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Moving Target Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
That confused me too, maybe he relies purely on magic for medicking? I don't know.
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Apr 15 2011, 12:56 AM
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#4
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
MedKits don't have Drain Values. (IMG:style_emoticons/default/nyahnyah.gif)
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Apr 15 2011, 01:02 AM
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#5
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Moving Target Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
MedKits don't have Drain Values. (IMG:style_emoticons/default/nyahnyah.gif) That's what I was thinking. |
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Apr 15 2011, 01:11 AM
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#6
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Moving Target Group: Members Posts: 705 Joined: 3-April 11 Member No.: 26,658 |
Can you use First Aid and Heal together?
I know that First Aid can't be used on a wound that's been healed magically, but I haven't been able to see anything that prevents you from using Heal on a wound that's been healed with a first aid kid. |
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Apr 15 2011, 01:18 AM
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#7
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
Can you use First Aid and Heal together? I know that First Aid can't be used on a wound that's been healed magically, but I haven't been able to see anything that prevents you from using Heal on a wound that's been healed with a first aid kid. That's how you do it. I'll add my Medic Mystic Adept soon. |
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Apr 15 2011, 01:18 AM
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#8
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
First Aid, then Heal. Perfect combo.
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Apr 15 2011, 01:50 AM
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#9
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
My new char, I wrote up yesterday/today. Yamila is an arabic woman, who fled from her home continent, because of the shame she brought to her family by practizing magic, although she was only trying to help...The shadows are her only way to be free, nobody is judging her here. Whe she was young, she was very clumsy, but through her beliefs and her magic she was able to overcome this penalty. She's an asset to every team due to her Healing abilites and her brilliant mind.
Attributes = 250 BP (including Edge and Magic) [ Spoiler ] Positive Qualities = 35 BP [ Spoiler ] Negative Qualities = -35 BP [ Spoiler ] Skills = 92 BP [ Spoiler ] Knowledge Skills [ Spoiler ] Adept Powers [ Spoiler ] Spells = 15 BP [ Spoiler ] Gear = 38 BP [ Spoiler ] First thing to get is a F4 Sustaining focus, then stuff for the cyberarm. Karmawise, obviously get some specs. Then some technical skills, and if possible upgrade Logic to 7(10). Important dice pools before mods: First Aid: Skill 9 + Log 9 + Medkit 6 + Nanites 3 + Pushed 1= 28 Health Spells: Magic 2 +Skill 4 + Focus 3= 9 (11 in case Expert Aspect optional rule is used) Drain: Log 9 + Will 5= 14 (will need to overcast every spell) Automatics: Skill 4 + Smart 2 + Agi 9= 15 Unarmed: Skill 3 + Agi 9 + Touch Attack 2= 14 |
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Apr 15 2011, 01:56 AM
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#10
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
Makki...
How did you spend 250 BP on Attributes when 200 is the Max for a Normal Starting Character? Just Curious... (IMG:style_emoticons/default/wobble.gif) |
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Apr 15 2011, 02:02 AM
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#11
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Running Target Group: Members Posts: 1,026 Joined: 13-February 10 Member No.: 18,155 |
Makki... How did you spend 250 BP on Attributes when 200 is the Max for a Normal Starting Character? Just Curious... (IMG:style_emoticons/default/wobble.gif) Doing the math... he actually spent 215. Plus 70 for edge and magic. Total BP expenditure is 430, so 215 would be just right. |
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Apr 15 2011, 02:12 AM
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#12
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
I edited the BP cost in. You're missing the fact, that I didn't hardmax Logic. Metagenetic Improvement raises the max to 7.
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Apr 15 2011, 02:42 AM
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#13
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Neophyte Runner Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 |
OK, I can see where everyone is going with their comments. Re-check the character and let me know how you like it. Also thank you everyone for your comments.
Now here are some of my "Design" notes. I wanted a character who might be a little sane in the dice pool department. I wanted Compass to be a survivor of Chicago (hence the rating 4 with Magical threats and a specialization with Insect Spirits)... and the skill with a grenade launcher. (IMG:style_emoticons/default/grinbig.gif) ) |
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Apr 15 2011, 03:06 AM
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#14
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Running Target Group: Members Posts: 1,026 Joined: 13-February 10 Member No.: 18,155 |
I edited the BP cost in. You're missing the fact, that I didn't hardmax Logic. Metagenetic Improvement raises the max to 7. Not used to that crazy stuff from RC. (IMG:style_emoticons/default/nyahnyah.gif) |
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Apr 15 2011, 03:07 AM
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#15
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Neophyte Runner Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 |
Not used to that crazy stuff from RC. (IMG:style_emoticons/default/nyahnyah.gif) That stuff is crazy expensive! |
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Apr 15 2011, 03:29 AM
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#16
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Moving Target Group: Members Posts: 705 Joined: 3-April 11 Member No.: 26,658 |
That stuff is crazy expensive! Is that sarcasm? Surge is way cheaper to raise your attribute than the Exceptional Attribute out of core. Exceptional Attribute: 20 BP, doesn't give you the stat point, so you have to pay for that separately, so 30 BP. Surge Metagenetic Improvement: Requires class 2 surge, 10 BP. Gives you the stat. Downside is you have to take a couple extra negative flaws. Of course these are frequently things that won't affect you, like ever, such as impaired attribute (some attribute you don't care about for your character). I love getting a higher benefit for half the cost, don't you? |
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Apr 15 2011, 05:54 AM
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#17
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Moving Target Group: Dumpshocked Posts: 573 Joined: 23-July 03 From: outside America Member No.: 5,015 |
I always include Sterilise in my spell list. It's good for destroying incriminating evidence, ritual links, keeping FAB at bay, and can help offset the Bad Conditions situational modifier to First Aid, providing you with a sterile environment on demand.
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Apr 15 2011, 09:06 AM
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#18
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Target Group: Members Posts: 38 Joined: 26-August 09 Member No.: 17,557 |
What happened to my dumpshock... these don't feel like min maxed characters at all... it's runners companion so they should... but... it almost feels like their rp characters... I think I'm going to go back to one of the troll bow threads, they feel safer.
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Apr 15 2011, 10:14 AM
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#19
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Neophyte Runner Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 |
I always include Sterilise in my spell list. It's good for destroying incriminating evidence, ritual links, keeping FAB at bay, and can help offset the Bad Conditions situational modifier to First Aid, providing you with a sterile environment on demand. Thank you for that idea. I really appreciate it. What happened to my dumpshock... these don't feel like min maxed characters at all... it's runners companion so they should... but... it almost feels like their rp characters... I think I'm going to go back to one of the troll bow threads, they feel safer. I tried to have someone who's not... optimized. Yeah I most likely spent way too much on gear, but there you go. Is that sarcasm? Surge is way cheaper to raise your attribute than the Exceptional Attribute out of core. Exceptional Attribute: 20 BP, doesn't give you the stat point, so you have to pay for that separately, so 30 BP. Surge Metagenetic Improvement: Requires class 2 surge, 10 BP. Gives you the stat. Downside is you have to take a couple extra negative flaws. Of course these are frequently things that won't affect you, like ever, such as impaired attribute (some attribute you don't care about for your character). I love getting a higher benefit for half the cost, don't you? What I was getting at with Exceptional Attribute is that it is 20 points. There are a lot of things that you can get for 20 points that have an immediate effect. Exceptional Attribute only gives you the possibility to go higher than racial max... by one point. |
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Apr 15 2011, 10:52 AM
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#20
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Running Target Group: Members Posts: 1,026 Joined: 13-February 10 Member No.: 18,155 |
What I was getting at with Exceptional Attribute is that it is 20 points. There are a lot of things that you can get for 20 points that have an immediate effect. Exceptional Attribute only gives you the possibility to go higher than racial max... by one point. The most efficient way to use Exceptional attribute is to soft cap the affected attribute. Basically, it works out to costing 5 more BP than hard maxing your attribute (30 BP vs 25), which isn't too bad. Still a good deal more expensive than Metagenic improvement, of course. A lot of people I know just don't allow SURGE in general. This is only true in BP gen, of course. With karmagen, exceptional attribute just terrible.This is why I use a house rule that makes exceptional attribute/lucky 5BP/10 karma. You still can only take it once and it costs 25 BP for both your soft AND hard max in this case. |
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Apr 15 2011, 11:01 AM
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#21
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Neophyte Runner Group: Members Posts: 2,236 Joined: 27-July 10 Member No.: 18,860 |
Exeptional attribute increases your max. aug. Attribute, too.
If you have a mage/medic with improved logic and later on with the genetic improvement you end up with: Logic 8/12. (But you do not have to go up to 8 if you use spell to get the improvement) What I do not get about the character is, that he is having some weapon skills but not the biotech group. This group is very usefull, for a medic. |
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Apr 15 2011, 12:13 PM
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#22
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
What happened to my dumpshock... these don't feel like min maxed characters at all... it's runners companion so they should... but... it almost feels like their rp characters... I think I'm going to go back to one of the troll bow threads, they feel safer. thanks for noticing (IMG:style_emoticons/default/smile.gif) , what It's supposed to be. It's a much bigger challenge to create rp chars. min-maxing is something I can do within one or two commercial break(s). But a dice pool o 28 for a rp char isn't bad after all, is it? (IMG:style_emoticons/default/wink.gif) But if you feel safer, I can probably put 10 more points into First Aid, making the character completely unplayable. Just for you (IMG:style_emoticons/default/biggrin.gif) |
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Apr 15 2011, 02:39 PM
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#23
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Neophyte Runner Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 |
The most efficient way to use Exceptional attribute is to soft cap the affected attribute. Basically, it works out to costing 5 more BP than hard maxing your attribute (30 BP vs 25), which isn't too bad. Still a good deal more expensive than Metagenic improvement, of course. A lot of people I know just don't allow SURGE in general. This is only true in BP gen, of course. With karmagen, exceptional attribute just terrible. It is kinda silly for GMs to blanket denial of SURGE. The thing that GMs should do is enforce a template for a SURGE characters. Let's take a look at my character. I took the template of descendant of a fox shifter Positive
Negative
This is why I use a house rule that makes exceptional attribute/lucky 5BP/10 karma. You still can only take it once and it costs 25 BP for both your soft AND hard max in this case. Why not make it 25 points so the character will have spend 35 BP to get the new soft max. This way the character won't get penalized twice for the attribute. What I do not get about the character is, that he is having some weapon skills but not the biotech group. This group is very usefull, for a medic. He's a medic, not a surgeon. He is also a combat medic, hence the small skill with hand to hand (if you noticed he has a shock hand), pistols, and grenade launchers. Being a medic, he's not carrying the rifles, but if the feces hits the rotary air circulator, a grenade pistol can do a world of hurt to drones, and a light pistol with SnS can be bad for everyone else. If he can't draw his weapon he has stunbolt as a backup weapon. For background, I was thinking he was working for DocWagon, but when he SURGEd, he was fired. This is still very rough idea, and may not be final. To that end I'm dropping the Magical Threats knowledge down two points and added insect magic as a specialization. I'm dropping Magical Background down one point adding two points Medical Background with a specialization in Combat Medicine. |
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Apr 15 2011, 02:48 PM
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#24
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
It is kinda silly for GMs to blanket denial of SURGE. The thing that GMs should do is enforce a template for a SURGE characters. It's RAW two have a theme for a SURGE Class III and I would always do that, but it's basically impossible for Class I and II. And some qualities just don't fit into the animal world... |
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Apr 15 2011, 02:59 PM
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#25
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
It's RAW two have a theme for a SURGE Class III and I would always do that, but it's basically impossible for Class I and II. And some qualities just don't fit into the animal world... I would not say that it is impossible... It can be done. (IMG:style_emoticons/default/wobble.gif) |
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