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Eyeless Blond
((EDIT 4/2: updated to include various suggestions. Still 123 point buy. I really need to find a way to output the data from the NSRCG into something that more easily transfers to .txt files, ugh.))


I have no idea why I'm even bothering with this character. The SR campaign I was going to insert him into was too full for me to join, but the idea still intrigues me, so here he is. Any and all comments appreciated. Note that cultured bioware was allowed at character generation for this guy.

Street Name Pierce
Real Name Sam Hawkins
Archetype Dwarven Combat Medic

Attributes
Body 7(10)
Quickness 6
Strength 5
Charisma 4
Intelligence 8
Willpower 4
Essence 1.62
BioIndex 2
Reaction 8
Init. Dice 1

Edges & Flaws

Good Reputation Lev II 2
Quick Healer 2
Aptitude->Biotech 4
Allergy Com & Mild->dogs -3
Day Job 20hrs/week -2

POOLS
Karma 1 Spell 0
Combat 9 Task *
*3 to any Expert driver skills, 1 to any Int-linked skills (Cerebral Booster)

Skills
Active
Submachine Guns(QCK) [6]
Unarmed Combat-SR3(STR)/Fists [4/6]
Biotech(INT) [6]
Stealth(QCK)/Alertness [3/5]
Etiquette(CHA)/Medical [3/5]
Negotiation(CHA)/Bargain [3/5]

Knowledge & Language
ST:Medical equipment providers(KNO) [4]
ST:Police Procedures(KNO) [4]
AC:Biology(KNO) [6]
AC:Chemistry(KNO) [6]
AC:Cybertechnology(KNO) [6]
AC:Forensic Medicine(KNO) [5]
AC:Medicine(KNO)/Traumatology [5/7]
IN:Cooking(KNO) [3]
English(LAN)/Scientific Jargon [4/6]
\.English(LAN) (RW) [2]
German(LAN) [3]
\.German(LAN) (RW) [1]
Latin(LAN) [2]
\.Latin(LAN) (RW) [1]
Japanese(LAN) [2]
\.Japanese(LAN) (RW) [1]

Lifestyles:
Home: Middle, paid 2 months. Home sweet home. nyahnyah.gif
Clinic: Low (13-pt), paid 12 months. Good security and space, decent utilities, pretty poor everything else.

Bioware:
Mnemonic Enhanc. 3 BI:0.60
Enhanced Articulation BI:0.60
Cerebral Booster 2 BI:0.80

Cyberware:
Skillwires [5] MP 50 E:1.00
Bone Lace, Plastic(A) E:0.40
(STR+2)M Stun, +1BOD
Dermal Sheath [1](A) E:0.56
Chipjack, Multi-slot 4(A) E:0.28
to datasofts and knowsofts
Expert Chipjack Dvr [3](A) E:0.24
Expert Chipjack Dvr [3](A) E:0.24
Expert Chipjack Dvr [3](A) E:0.24
Datajack(A) E:0.16
Datajack(A) E:0.16
Chem. Analyzer(A) E:0.16
Gas Spectrometer(A) E:0.16
+External Program [6] E:0.00
Olfactory Boost [6](A) E:0.16
Smartlink Processor II(A) E:0.16
+ Lim. Simsense Rig(A) E:0.08
Induction Pad(A) E:0.08
Eyes, Cyber Replacement(A) E:0.16
+ Eyes, Image Link(A) E:0.16
+ Eyes, Low-Light(A) E:0.16
+ Eyes, Microscopic Vis.(A) E:0.08
+ Eye, Rangefinder(A) E:0.08
+ Eyes, Light Systems(A) E:0.16
Transducer (external) E:0.00


Gear

Combat Setup: (X: currently equipped. No X: substitutions) Armor 7/7

X:Camo Full Suit (Urban) DwMod
+X: Standard Holster DwMod
+X: Chemical Seal Rating [4] DwMod@cc.53
+X: Fire Resistance Rating [4] DwMod@cc.53
X:Victory "Rapid Transit" Helmet DwMod
X:Form-fitting Full-Body Suit DwMod
+X: Nonconductive Rating [3] DwMod@cc.53
X:Forearm Guards DwMod
X:Colt Cobra TZ-110 Smart2 (SMG) DwMod Gas Vent II(2RC), Fold Stock(1RC) Smart2 2
+X: Pers. Safety Modification
+X: Gas Vent IV DwMod
+ Sound Suppresser
+X: Flash Light (Standard) DwMod
+X: Laser Sight (Extended) DwMod
+X: Under Barrel Weight DwMod
+ [2]32-Rnd Clip (Gel)
+ [2]32-Rnd Clip (Regular)
+ 32-Rnd Clip (EX Explosive)


Noncombat Setup: Armor 4/3
Secure Long Coat DwMod
Ares Viper Slivergun Smart2 (HPist) DwMod Silencer, Fires Flechettes Only Smart2 1
+ Quick Draw Holster (Conc.)
+ [2]30-Rnd Clip (Flechette)
(Plus some sort of appropriate clothing)


Other Carried Gear:

Basic Pocket Secretary @sr3.287
Micro-Transceiver [8] @sr3.290
Savior Adv. Medkit @mm.95
ActiveSoft Spec. [5]-> Computer->Cybernetics@sr3.296
ActiveSoft Spec. [5]-> Electronics->Cybertechnology@sr3.296
ActiveSoft Spec. [5]-> Computer B/R->Cybernetics@sr3.296
ActiveSoft Spec. [5]-> Electronics B/R->Cybertechnology@sr3.296
ActiveSoft Spec. [5]-> Ares Viper Slivergun@sr3.296
ActiveSoft Gen. [4]-> SMG B/R@sr3.296
ActiveSoft Gen. [4]-> Car@sr3.296
ActiveSoft Gen. [4]-> Computers@sr3.296
Autonav Chip @sr3.296
Optical Memory Chip 100MP @sr3.296


Other/not carried:

Alpha Medical Clinic Rating 3 @mm.138
Cyberware Shop @sr3.288
Gunsmith Shop @cc.72
[10]+Savior Supplies @mm.96
[5]Antidote Patch [6] @sr3.304
[4]Optical Memory Chip 100MP @sr3.296


Contacts:
5 lev1 contacts TBD
1 lev2 contact: Joy Aberleem.
Occupation: nurse
Short Dexcription: Doc's assistant, and an old friend. Probably could get a job as a doctor herself if she weren't (*ahem*) very interested in her Sensetive Skin biomod. Also is into BTL porno chips, but mostly for purposes of discovering new things to do "IRL". More details available on request.


Character Description: Known as one of the few modern doctors who still makes house calls, Pierce is frequently put on retainer by shadowrunners who are too paranoid to trust DocWagon or plan on raiding places outside DocWagon's jurisdiction. His unique skills allow him to patch together a fallen runner even while providing suppressive fire of his own.
Pierce runs a small-time black clinic whenever he's not out assisting a runner team. The clinic's main draw is in its anonymity; no records of any kind are kept by the clinic, so any documentation is the patient's responsability alone. Despite being technically illegal, Lone Star and other enforcement organizations turn a blind eye to his practice as some few of their number take advantage of the clinic's services from time to time themselves.
Apathy
Actually he looks pretty good to me at first glance. Very tough, in fact. How many build points was he put together with?

I had an idle thought while looking at your flaws:
QUOTE
Allergy Com & Mild->dogs -3

Would this also apply to their awakened variants, hellhounds and bogeys?
BitBasher
Looks good to me, only thing I saw wrong with it is you have a level 10 chemical seal, yet can not start the game with any equipment with a rating higher than 6.

But meh, it looks good in general. smile.gif
Siege
Two skill suggestions:

Athletics (for all that pesky running and jumping)
Car (in case you have to drive the ambulance)

-Siege
gknoy
I also wonder -- how the heck many build points was this? Those attributes are insaaane. wait, nm - some of the points were from bioware like cerebral booster, right? (tho, that's a metric boatload of wiz gear, that's for sure smile.gif)
Eyeless Blond
123, actually. Is that too many? I could have done the exact same using A-E priorities, putting Attributes B and Skills C, but I had an extra point remaining after the Edges and Flaws so I swapped over to Point Buy. This is the biggest reason why I think allowing cultured bioware can be slightly unbalancing; with the Mnemonic Enhancer and Cerebral Booster upgrading knowledge skills is downright cheap.

And yes, the allergy counts for everything canine, so it'll be a bit of a problem against any guard dogs. I planned on making Sam a cat person, so I felt this was a good Flaw to add. smile.gif

Good point about the chemical seals. I'll have to fix that. Okay, change "Chemical Seal 10" to "Chemical Seal 6, Insulation 6, Fire Resistance 6" and add "Noncunductive 6" to the body suit. That brings them both to Availability 8, so I can still get them, and still leaves me with armor 7/7 (7/8 in melee), depending on how you round, with no Quickness penalties! biggrin.gif

Hm, Athletics and Car. Yeah, that's the problem with essentially Skills Priority C. Have to think about that one a bit. Anything else?
BitBasher
Actually by that token, getting any customizations if I recall correctly pushes the availability of armor to beyond what a starting character can have. Also, a piece of armor cannot have a single customization higher then it's ballistic value, and the total customizations cannot exceed its ballistic and impact. Of course my veracity lately in quoting rules is something like a one legged man in an ass kicking contest, so take it like a grain of salt. biggrin.gif

Oooh also: the "secure" line of clothing I don't think can take any mods at all...
blakkie
QUOTE (Eyeless Blond @ Apr 1 2004, 12:01 AM)
Hm, Athletics and Car. Yeah, that's the problem with essentially Skills Priority C. Have to think about that one a bit. Anything else?

...yet no prob at all, with 3-slot expert driver chipjack slots you are only 6,000 away from Mario Andretiville. All praise the almighty Skillwires. notworthy.gif
BitBasher
Actually, no you aren't. Those dice are pool dice, which means they dont come back till you have to roll initiative. Try to accelerate away and get more than one action and you are Joe Turbo for one action then Moe Mediocre for the rest. Furthermore the CED is limited to rating 3. It's no substitute for a real skill. biggrin.gif
Luke Hardison
I think Blakkie is saying that a Car skill chip would only be 6000 nuyen.gif .
Lilt
The one possible problem I can see is the lack of significant initiative enhancement. OK: You're not a sam. It would be nice, however, to get 2 actions reliably rather than only getting 1 for 1 in 3 rounds.
Solstice
if this were my character I would forego the negotiations and lower the etiquette to maybe 2/4 and get an athletics skill and possibly a B/R skill or cyberware related skill.
blakkie
QUOTE (BitBasher)
Actually, no you aren't. Those dice are pool dice, which means they dont come back till you have to roll initiative. Try to accelerate away and get more than one action and you are Joe Turbo for one action then Moe Mediocre for the rest. Furthermore the CED is limited to rating 3. It's no substitute for a real skill. biggrin.gif

It doesn't beat jacked in with a VCR + wetware skills (mostly because of the TN), but it sure as dingo drek beats Joe 5-skill (and the 20+ karma Joe dropped on the skill) because Joe starts with a Task Pool of zippo instead of working his way down to zero by using up those 5 extra dice.

Eyeless Blond
QUOTE (blakkie)
It doesn't beat jacked in with a VCR + wetware skills (mostly because of the TN), but it sure as dingo drek beats Joe 5-skill (and the 20+ karma Joe dropped on the skill) because Joe starts with a Task Pool of zippo instead of working his way down to zero by using up those 5 extra dice.

Keep in mind also that those skillwires aren't very good yet. Skillwires are *expensive*, unfortunately, and I needed to skrimp and scrape to put together my kickass medical bay. smile.gif Right now those 'wires can only use either one Rating 5 specialization, or one Rating 4 general Activesoft at a time. I do plan eventually on scraping together enough cash to upgrade them to alphaware Rating 6 skillwires w/ 216Mp pulse capacity, but that'll cost... alot. 648k nuyen.gif . But until then I don't want to rely on doing anything with the 'wires that could endanger Pierce's life, like using them to drive an ambulance into battle. smile.gif

QUOTE (Solstice)
if this were my character I would forego the negotiations and lower the etiquette to maybe 2/4 and get an athletics skill and possibly a B/R skill or cyberware related skill.

All the B/R skills are made for slots in the skillwires, which IMO is where they belong. This guy's not going to be a tech wiz; just a medic who can *end* a fight by pouring 6 Combat Pool dice into a SMG test. biggrin.gif The Negotiations skill is needed mostly because I'm running the clinic, so I need to haggle over prices with people and keep Lone Star from shutting me down. My Edge and background help that out, but only just.

QUOTE (Lilt)
The one possible problem I can see is the lack of significant initiative enhancement. OK: You're not a sam. It would be nice, however, to get 2 actions reliably rather than only getting 1 for 1 in 3 rounds.


Yeah, this one is *definately* a problem. I need either another two points of Reaction, two Init dice, or one of each. Anything here worth swapping for Init boosts? If I take it out of my gear--for instance, downgrading my alpha clinic--the enhancement'd almost have to be bioware, which is incredibly expensive. What, if anything, should I try to do about this? I could get, say, Muscle Toner 4 and a trauma dampener, but that'll cost me about 140K total, plus I'd have to take the Quick Healer Edge or crash all healing tests by default. But where could I pull that kind of cash from anyway?

QUOTE (BitBasher)
Actually by that token, getting any customizations if I recall correctly pushes the availability of armor to beyond what a starting character can have. Also, a piece of armor cannot have a single customization higher then it's ballistic value, and the total customizations cannot exceed its ballistic and impact. Of course my veracity lately in quoting rules is something like a one legged man in an ass kicking contest, so take it like a grain of salt.

Oooh also: the "secure" line of clothing I don't think can take any mods at all...


Ah crap, you're right. I didn't even look at that part of the CC (p. 52, for those who are interested). You're pretty much right about everything, except the highest single modification value is the greater of the ballistic or impact ratings. Bah, bah, and bah again. Note btw that the Secure jacket is used for everyday wear, and not for runs, so it doesn't have any mods anyway. Okay, how's this for my combat armor:

Camo Suit (Urban) Bal/Imp: 5/3
Mods: Chem Seal 5, Fire resist 3
FFBA Full suit Bal/Imp: 4/1
Mods: Nonconductive 4
Helmet: -/+2
Forearm guards -/+1 (melee only)
Dermal armor: -/+1

Total: 7/7 (7/8 melee); Chem resist 5, Fire resist 3, Elec. resist 4
Combat Pool mods:- { (5-6)/2 + (7-6)/2 } --> 0
Quickness mods: - (5-6) --> 0

Hm, and I seem to have just enough left over for a level 3 activesoft in car driving. I guess that could be useful. Oh, and add another L1 contact to the list.

Heh, this is almost more fun than actually playing (I'm a statistics nut, can you tell?) rotfl.gif Maybe I'll post my writeup for Joy next; she's a 100-pt character that I wrote up in like five minutes who specializes in nursing and, um, excersizing her sensetive skin bioware. Anything else?
BitBasher
Now you're talking!

And blakkie, CED's have a maximum rating of three, so you cannot have 5 extra dice. biggrin.gif
Eyeless Blond
That Karma thing reminds me: since I have a mnemonic enhancer 3, does this mean that the first 2 levels of any Active skill, the first three levels of any Knowledge skill and the first six of any specialization are free? Sign me up! smile.gif
blakkie
QUOTE (BitBasher @ Apr 1 2004, 04:22 AM)
And blakkie, CED's have a maximum rating of three, so you cannot have 5 extra dice. biggrin.gif

Oops, didn't notice he cheaped out on the CJED. Yet that still puts him 3 die ahead of Joe 5-skill. Point still mine. nyahnyah.gif

QUOTE (Eyeless)

Keep in mind also that those skillwires aren't very good yet. Skillwires are *expensive*, unfortunately, and I needed to skrimp and scrape to put together my kickass medical bay.  Right now those 'wires can only use either one Rating 5 specialization, or one Rating 4 general Activesoft at a time. I do plan eventually on scraping together enough cash to upgrade them to alphaware Rating 6 skillwires w/ 216Mp pulse capacity, but that'll cost... alot. 648k  . But until then I don't want to rely on doing anything with the 'wires that could endanger Pierce's life, like using them to drive an ambulance into battle.


If you'd drop a bit extra cash on at least one of the CJED (see ealier in this post) you'll find you'll have a good amount of skill. You've already paid the expensive part. Drop one of the CJED if you have to for now. The really hairy driving you'll ALWAY want to leave to real riggers, VCRs do crazy things to TNs. But if you can't handle a nice rushhour dash then i'm not sure why anybody would bother try to drive ever without a VCR. *shrug*

EDIT: On the skill learning, not free but only 1 Karma per point (minimum for learning is 1 Karma/point).
blakkie
P.S. Haven't thought this one through fully, but the Small Unit Tactics skill might help you out with your initiative. Assuming you can collect enough data and roll well enough you can up to double your Reaction for initiative use.
Eyeless Blond
QUOTE (blakkie)
Oops, didn't notice he cheaped out on the CJED. Yet that still puts him 3 die ahead of Joe 5-skill. Point still mine. nyahnyah.gif

Take a look at the Errata lately? The max rating on a CjED is 3.

I was thinking of getting rid of the telephone and comlink, making them external. That would give me a little extra Essence to play with. What do you think?
BitBasher
It may be me, but I always really, really like haveing a headware radio and commling that cant be detected easily or taken away biggrin.gif
Eyeless Blond
True, but the radio won't fit in my head until I can upgrade a whole lot of this stuff to betaware. nyahnyah.gif For now all I've got is the telephone and a rather craptacular commlink. Ugh, so many upgrades I want, except I have to be the friggin' doctor and I can't operate on myself!
Siege
On the bright side, you'll know which doctors you do want to operate on you.

I'd second losing the internal cellphone and commlink.

Instead, go for either a transducer or a subvocal mic/subdermal speakers -- one is absolutely silent and can even be external, if you have a spare datajack port and the other can be external, but only costs .2 essence internally for 1,500 nuyen.gif

The one thing I never liked about internal commo -- it's a royal biotech to upgrade. grinbig.gif

-Siege
Eyeless Blond
That's a very good idea. One can never have too many datajacks (biggrin.gif), and if I get rid of the internal comm unit and install a datajack I can get entirely rid of that router and its ports, which just look ugly.

Now comes the big question: do I spring for level 1 Boosted Reflexes? It's cheap, I'll only be stuck with 1 action if I roll two 1s for init, and I almost might as well; it's not like I have the Essence left for wired reflexes or a VCR. OTOH it's not gonna be alphaware, and it almost feels wrong.
Tatertot
Combat medics are great! Hardly anyone thiks to playone (opting for a mage or shaman for healing options) And if a fellow player is causing you grief you can slip a cortex bomb in them the next time they need you to patch them up. biggrin.gif
Siege
Given how much it costs to remove boosted reflexes or upgrade to functional levels (as per SotA gene therapy), I'd just skip it and wait until you can afford either wired, a higher grade of boosted or synaptic accelerators.

Just my two bits.

-Siege
Eyeless Blond
Hm, good point. I've also made a few other additions and changes on my lonesome; guess I ought to edit the top post.
blakkie
QUOTE (Eyeless Blond @ Apr 1 2004, 05:58 AM)
QUOTE (blakkie @ Apr 1 2004, 12:15 AM)
Oops, didn't notice he cheaped out on the CJED. Yet that still puts him 3 die ahead of Joe 5-skill. Point still mine. nyahnyah.gif

Take a look at the Errata lately? The max rating on a CjED is 3.

I was thinking of getting rid of the telephone and comlink, making them external. That would give me a little extra Essence to play with. What do you think?

Errata? What stinking errata? ;P Ok, so Joes 7ish-skill could start catching up by using that change. Still when exactly do you plan to let the Doc drive?
kevyn668
[thread crossover] did you design the character with the idea that he could swap out barrels on the Cobra?[/thread crossover]
Eyeless Blond
QUOTE (kevyn668)
[thread crossover] did you design the character with the idea that he could swap out barrels on the Cobra?[/thread crossover]

Yup. Got a gunsmithing shop and an SMG B/R activesoft.

In my next iteration (as soon as I work my way through the formatting hassle) I'm also giving him a slivergun and a Pistols activesoft for more discrete use in "social" situations. Carrying around a weapon with a Concealability of 2 probably won't fly when randering down the street, but I'm thinking a 12 ought to be all right.
Zazen
QUOTE (BitBasher)
It may be me, but I always really, really like haveing a headware radio and commling that cant be detected easily or taken away biggrin.gif

In my game headjammers that just zap you are for the kiddies to play with. The good ones come duct-taped to a land mine wink.gif
Eyeless Blond
There, updated the front page. How's that look? I'm still missing Athletics and a good Reaction boost, but my ending cash before finalizing everything is about 400 nuyen.gif so it's a bit hard to get either biggrin.gif
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