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Author Topic: Of Dice and Men (SR5) (At least NC)  (Read 2801 times)

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Online Hexed

Re: Of Dice and Men (SR5) (At least NC)
« Reply #125 on: November 23, 2015, 08:47:19 PM »
So ditch the race then? Since that's where it's from.

I hadn't even really thought about that part of the race... Not quite sure why they've tied it in either. Oh well. Time to repoke the races. Thanks for the knock on the head though.

Online ShadowFox89

Re: Of Dice and Men (SR5) (At least NC)
« Reply #126 on: November 23, 2015, 08:58:57 PM »
 Making some changes, rearranging the priorities slightly... (bumping nuyen and dropping attributes a tad). Would taking Dead Emotion (Fear) be a tad cheesy?

Offline Muse

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Re: Of Dice and Men (SR5) (At least NC)
« Reply #127 on: November 23, 2015, 09:30:29 PM »
  Hexed, if your idea is to play up magician--maybe more so than I--maybe drop the mystic adept and instead be a full magician, and use your biotech from Prototype Transhuman to give you an edge. 

Offline TheGlyphstone

Re: Of Dice and Men (SR5) (At least NC)
« Reply #128 on: November 24, 2015, 12:54:11 AM »
Handle: Bubble Boy
Nickname: Alvin
Age: 18
Metatype: Human

Priorities
Attributes: B(20)
Magic: E
Skills: B (35/5)
Resources: A (450,000 nuyen)
Metatype: E (Human, 1)

Attributes
(20 points, 1 special point)
Body 4
Agility 1
Reaction 6 (9)
Strength 2
Willpower 5
Logic 5
Intuition 4
Charisma 1
Edge 3
Essence 2.37

Initiative 10 (14) + 1D6
Matrix AR Initiative: 14 + 1D6
Cold-Sim VR Initiative: 11+3d6
Hot-Sim VR Initiative: 11+4d6

Mental Limit: 9
Physical Limit: 6
Social Limit: 4

Physical Condition Monitor: 10
Stun Condition Monitor: 11

Karma: 6

Skills
(35 skill points, 5 skill group points, 18 Knowledge skill points)

Biotech Skill Group 5 (Biotechnology, Cybertechnology, First Aid, Medicine)

Aeronautics Mechanic 2
Armorer 1
Automotive Mechanic 3
Electronic Warfare 6
Gunnery 6 (Ballistic)
Hardware 1
Pilot Aircraft 6
Pilot Ground Craft 6
Pilot Walker 6 (Biped)

German N
English 6
Biology 6 (Physiology)
Sports 4 (Combat Biking)


Qualities
Prototype Transhuman (free)
Allergy: Sunlight, Mild (free)

Antipathy +8
Implant-Induced Immune Disorder +5
Weak Immune System +10

Overclocker -5
Steely Eyed Wheelman -2
Gearhead -11
Drug Tolerant -6

Gear (470,000)
Commlink (5,250)
Transys Avalon commlink (5,000) (DR 6)
   Hot-sim module (250)

Rigger Control Console (100,290)
Lone Star Remote Commander (75,000)  (DR 6, DP 6, Firewall 5)

Programs (490)
Biofeedback Filter (250)
Encryption (80)
Signal Scrubber (80)
Toolbox (80)

Autosofts = 24,000
Maneuver (Roto-Drone) 6 (3,000)
Maneuver (Doberman) 6 (3,000)
Evasion (Roto-Drone) 6 (3,000)
Evasion (Doberman) 6 (3,000)
Targeting (Ares Alpha) 6 (3,000)
Clearsight 6 (3,000)
Maneuver (Kanamushi) 6 (3,000)
Stealth (Kanamushi) 6 (3,000)

Identification (10,800)
Fake ID, Rating 4 (Dr. Jessup Carmichael) (10,000)
-Fake License, Rating 4 (Medical License) (800)

Dr. Carmichael is a published and licensed German surgeon, who has made pioneering breakthroughs in the field of remote-operated surgery. He is a notorious germophobe and recluse himself, however, and refuses to meet people in the flesh.

Ammunition (11,520)
2000 Rounds of Standard Ammo (Assault Rifle) (4,000)
1000 Rounds of Gel Ammo (Assault Rifle) (2,500)
1000 Rounds of Standard Ammo (Light Machine Gun) (2,000)
12 Minigrenades (Flash-Bang) (1200)
11 Minigrenades (Fragmentation) (1200)
5 Minigrenades (Thermal Smoke) (720)

Augmentations (222,100)
Transhuman Prototype augmentations:

Cerebellum Booster 1 (0.2) (50,000)
Cerebral Booster 1 (0.2) (31,500)
Control Rig Optimization (0.1) (4,600)
Digester Endosont (0.1) (10,000)
Increased Myelination (0.1) (12,000)
Sleep regulator (0.1) (12,000)

Used Control Rig, Rating 2 (2.5) (72,750)
Used Reaction Enhancers, Rating 3 (1.13) (29,250)


Lifestyle (0)
Street (Lives out of his van)

Cost: Free

Vehicles and Drones (118,450)

Alvin Alpha, Ares Duelist (12,850)
Base Stats
Handling: 3
Accel: 1
Speed: 3
Device: 3
Pilot: 3
Body: 4
Armor: 8
Sensor: 3

Mod: Weapon Mount (0)
-Sword
Mod: Weapon Mount (0)
-Sword
Mod: Weapon Mount (2,500)
-Ares Alpha Assault Rifle (2,650)
Mod: Extra Armor 8 (3,200) (4e Arsenal p133)

Alvin Beta, Modified Sparring Drone (5,000)
Base Stats
Handling: 3
Accel: 2
Speed: 3
Device: 3
Pilot: 3
Body: 4
Armor: 2
Sensor: 3

Eagle, MCT-Nissan Roto-Drone (13,350)
Base Stats
Handling: 4
Accel: 2
Speed: 4
Device: 3
Pilot: 3
Body: 4
Armor: 7
Sensor: 3

Mod: Weapon Mount (2,500)
-Ares Alpha Assault Rifle (2,650)
Mod: Extra Armor 8 (3,200) (4e Arsenal p133)

Hawk, MCT-Nissan Roto-Drone (13,350)
Base Stats
Handling: 4
Accel: 2
Speed: 4
Device: 3
Pilot: 3
Body: 4
Armor: 8
Sensor: 3

Mod: Weapon Mount (2,500)
-Ares Alpha Assault Rifle (2,650)
Mod: Extra Armor 8 (3,200) (4e Arsenal p133)

Sparky, GM-Nissan Doberman (10,850)
Base Stats
Handling: 5
Accel: 1
Speed: 3
Device: 3
Pilot: 3
Body: 4
Armor: 7
Sensor: 3

Mod: Weapon Mount (0)
-Ares Alpha Assault Rifle (2,650)
Mod: Extra Armor 8 (2,800) (4e Arsenal p133)

Spot, GM-Nissan Doberman (10,850)
Base Stats
Handling: 5
Accel: 1
Speed: 3
Device: 3
Pilot: 3
Body: 4
Armor: 7
Sensor: 3

Mod: Weapon Mount (0)
-Ares Alpha Assault Rifle (2,650)
Mod: Extra Armor 8 (2,800) (4e Arsenal p133)

The Bubblemobile, GMC Bulldog Step-Van (47,200)
Base Stats
Handling: 3/3
Accel: 1
Speed: 3
Device: 3
Pilot: 1
Body: 16
Armor: 12
Sensor: 2

Mod: Heavy Weapon Mount (+5000)
-Krime Wave LMG w/ External Smartgun System (+2,200)
Mod: Rigger Interface (+1,000)
Mod: Rigger Cocoon (+3,000) (4e Arsenal 142)
Mod: Internal Weapon Mount (+1000) (4e Arsenal 145)



Spy One, Shiawase Kanmushi (1,000)
Base Stats
Handling: 4
Accel: 2
Speed: 1
Device: 3
Pilot: 3
Body: 0
Armor: 0
Sensor: 3

Spy Two, Shiawase Kanmushi (1,000)
Base Stats
Handling: 4
Accel: 2
Speed: 1
Device: 3
Pilot: 3
Body: 0
Armor: 0
Sensor: 3

Spy Three, Shiawase Kanmushi (1,000)
Base Stats
Handling: 4
Accel: 2
Speed: 1
Device: 3
Pilot: 3
Body: 0
Armor: 0
Sensor: 3

Spy Four, Shiawase Kanmushi (1,000)
Base Stats
Handling: 4
Accel: 2
Speed: 1
Device: 3
Pilot: 3
Body: 0
Armor: 0
Sensor: 3

Spy Five, Shiawase Kanmushi (1,000)
Base Stats
Handling: 4
Accel: 2
Speed: 1
Device: 3
Pilot: 3
Body: 0
Armor: 0
Sensor: 3


Other Accessories (1,590)
Toolkit (Armorer)
Toolkit (Automotive Mechanic)
Toolkit (Aeronautic Mechanic)
18 Movies, Second Run (90)


Contacts

Prof. Bernard Reichstaff (Loyalty 1, Connections 2)
-A 'colleague' teaching medicine at Hamburg University, who occasionally corresponds regarding school or industry info.


Karma expenditures
Character creation:

Starting Karma: 25

Antipathy +8
Implant-Induced Immune Disorder +5
Weak Immune System +10

Karma available: 48

Gearhead (-11)
Drug Tolerant (-6)
Indomitable (Mental) (-8)

Aeronautics Mechanics 1 -> 2 (-4)
Armorer 0 -> 1 (-2)
Hardware 0 -> 1 (-2)

20,000 Extra Nuyen (-10)


Description

In the meat, Alvin is a frail, almost spindly human male, with pale skin tight against his bones and a distinct aversion to sunlight; almost an albino, but without the distinctly red eyes. Instead, he has a nearly non-existent immune system, being intended as a living testbed for a variety of immunosuppressant and immune-boosting drugs, and spends his entire physical existence - or as much of it as he can possibly get away with - sealed away in an insulated, armored, and germ-proof body-pod at the core of his similarly armored van. To the outside world, he appears through one of his two humaniform drones, both of which he also calls 'Alvin' and regards as extensions of himself, effectively full-body prosthetics controlled via his interface implants, while managing his other drones via remote. His rigger training was almost an afterthough, a typical Corporate means of milking extra profit margins for the same expense by taking a test subject for one project - the immune system drugs - and simultaneously augmenting him to serve as an alpha tester for a implant-prosthetic, bringing cyberlimbed mobility back to the paralyzed. This had the unintentional side effect of making him an extremely accomplished rigger, bolstered by his unsupervised hours in VR vehicle simulators of all kinds, but he kept his proficiency hidden from his masters just in case it would prove to be advantageous later on.

'Alvin Alpha' is a modified Ares Duelist combat drone - its trademark arm blades have been mounted in retractable sheathes on the drone's wrists, allowing for full articulation of its hands and fingers, plus a shoulder-mounted assault rifle, and significant additional armor plating over vulnerable areas. 'Alvin Beta' is an unarmed sparring drone modified along similar lines, with fully articulated hands and wrists, for the situations where walking around in public dripping with illegal weaponry is impractical.






I freed up some cash with a Used Control Rig, which I spent on more ammo, tool kits, and some Microdrones for scouting. I also rearranged my Knowledge skills and changed my fake Identity - he's now a surgeon, complete with fake Medical License.
« Last Edit: November 29, 2015, 06:15:10 PM by TheGlyphstone »

Offline RSGAlexTopic starter

Re: Of Dice and Men (SR5) (At least NC)
« Reply #129 on: November 24, 2015, 02:27:38 AM »
I need to see what kinds of penalties are involved for drone medicine, so I know if you need a pool of 5. 6, 7, or better to get beyond just using a medkit.

Offline TheGlyphstone

Re: Of Dice and Men (SR5) (At least NC)
« Reply #130 on: November 24, 2015, 11:44:28 AM »
I don't think it's something you will find in the rules, because I doubt the writers ever imagined someone would do it, or have a drone capable of it. The Sparring Drone is, as far as I can find, the first printed drone with regular human hands instead of sword-arms or something (well, the Mitsuhama Assassin model in the same book does too). I'd assume that I use Piloting as normal for being 'jumped in' to replicate difficult physical actions, but I think any penalties for actually trying to perform first aid/surgery while jumped into a drone are going to be 100% your discretion. First Aid/Medicine tests aren't even a physical test to begin with, they key off Logic with Mental as their Limit. Also, trauma patches instantly stop wounds from bleeding if you turn their wireless connections on....wut.
« Last Edit: November 24, 2015, 02:24:12 PM by TheGlyphstone »

Offline RSGAlexTopic starter

Re: Of Dice and Men (SR5) (At least NC)
« Reply #131 on: November 24, 2015, 04:34:45 PM »
Ironically, the autodoc penalty covers it, so it's a normal medicine roll (but if you're using an appropriate drone then you get the rig bonus). So as soon as your medicine/first aid pool is six dice, then you're going to have an (almost certainly) better limit and equal pool to just setting a medkit on auto.

I suppose it's possible to have a worse limit if there's other things doing bad, bad stuff to your limits, but otherwise it's better if you have the time.

Online ShadowFox89

Re: Of Dice and Men (SR5) (At least NC)
« Reply #132 on: November 24, 2015, 04:51:30 PM »
 I'm really tempted to just drop the whole Adept part of Green Peace's concept.... It's hard to juggle so many things at once, especially in a system like this.

Offline HopeFox

Re: Of Dice and Men (SR5) (At least NC)
« Reply #133 on: November 24, 2015, 05:11:17 PM »
A medkit can make perfectly good First Aid rolls just by being attached to a person and wirelessly enabled. I'm not 100% sure what a medkit looks like when it's working autonomously, but I doubt it involves human-shaped hands. The healing rules suggest that an autodoc drone (which isn't actually statted out in 5E) can just use its First Aid (autosoft rating, which are basically skills) + Pilot (as an attribute) to do first aid, with no intrinsic penalty. There is a -2 for a human trying to do First Aid remotely through a medkit or drone... but of course being in VR cancels that out.

So, you'll want to make sure that your drone has "autodoc attachments", which, again, aren't actually described anywhere. Once you have that, you can just roll First Aid + Logic (with noise penalties), and the limit will be the lower of your Mental Limit and your Data Processing.

Offline RSGAlexTopic starter

Re: Of Dice and Men (SR5) (At least NC)
« Reply #134 on: November 24, 2015, 05:16:25 PM »
HopeFox, I want to you to know that you made me imagine one of the larger medkits having a pair of cartoony white glove-hands and working with those.

Offline TheGlyphstone

Re: Of Dice and Men (SR5) (At least NC)
« Reply #135 on: November 24, 2015, 05:38:42 PM »
Any options for raising my RCC's data processing stat besides just buying a better one?

Offline HopeFox

Re: Of Dice and Men (SR5) (At least NC)
« Reply #136 on: November 24, 2015, 06:14:11 PM »
HopeFox, I want to you to know that you made me imagine one of the larger medkits having a pair of cartoony white glove-hands and working with those.

Go go gadget medkit!

Any options for raising my RCC's data processing stat besides just buying a better one?

You can run Toolbox as a program on your RCC, giving it +1 Data Processing. If you want even more, you can mod it to raise its Data Processing by 1, at the cost of either lowering its Firewall by 1 or sacrificing two boxes of its Matrix Condition Monitor. I think Data Processing 7 will be plenty for most purposes, though.

Offline TheGlyphstone

Re: Of Dice and Men (SR5) (At least NC)
« Reply #137 on: November 24, 2015, 06:16:56 PM »
Will grab Toolbox then. 7 is enough, yeah - though I can probably scrap Indomitable as a quality then, since it'll rarely, if ever, be useful to me.

Offline HopeFox

Re: Of Dice and Men (SR5) (At least NC)
« Reply #138 on: November 24, 2015, 06:24:20 PM »
And since I'm part way through the thread, here's something for HopeFox. Consider getting a Security license for your false id, mostly for bluffing purposes. You'll also want to put Trodes into something, unless you're going to race that first 13 karma into submersion and take... Skinlink IIRC. Yeah, it's skinlink.

I can easily afford trodes, but I thought that as a technomancer, I could control everything through my Living Persona. I have a commlink to be the master for my PAN, and because everyone needs a commlink, but I don't think I need DNI to it.

A security licence doesn't really fit the fake ID I've created. She's not a Matrix security expert so much as an expert in Matrix connectivity - she researches ways to make the Matrix faster, not more secure.

Online ShadowFox89

Re: Of Dice and Men (SR5) (At least NC)
« Reply #139 on: November 24, 2015, 06:24:37 PM »
Should I just drop the Adept part and pick up a ton of biotech and genetech?

Offline HopeFox

Re: Of Dice and Men (SR5) (At least NC)
« Reply #140 on: November 24, 2015, 06:35:03 PM »
Should I just drop the Adept part and pick up a ton of biotech and genetech?

If being an Adept is an important part of your character concept, then I'm sure we can make it work. The difficulty is trying to split her focus between combat and social skills. An adept with Transhuman Prototype augmentations can make for an extremely effective combatant, definitely.

We could make her work as "face who can also shoot pretty well", but probably not "face who is also a primary combatant".

Online ShadowFox89

Re: Of Dice and Men (SR5) (At least NC)
« Reply #141 on: November 24, 2015, 06:42:15 PM »
 Face who can shoot pretty well works for me.... How much better are machine pistols over regular pistols? Is it just better overall to grab automatics and spend the skill points elsewhere?

Offline RSGAlexTopic starter

Re: Of Dice and Men (SR5) (At least NC)
« Reply #142 on: November 24, 2015, 06:50:30 PM »
I can easily afford trodes, but I thought that as a technomancer, I could control everything through my Living Persona. I have a commlink to be the master for my PAN, and because everyone needs a commlink, but I don't think I need DNI to it.

A security licence doesn't really fit the fake ID I've created. She's not a Matrix security expert so much as an expert in Matrix connectivity - she researches ways to make the Matrix faster, not more secure.

The trodes are more so that you could use the simrig (I'm guessing that you plan on recording and selling stuff using it)and possibly also to pose as a non-Technomancer without getting a datajack. Other than the sim stuff, nothing you have really needs the trodes. You could still get (later on) get Skinlink because being able to get a direct connection to anything you can touch has some benefits.

Face who can shoot pretty well works for me.... How much better are machine pistols over regular pistols? Is it just better overall to grab automatics and spend the skill points elsewhere?

The main thing is that machine pistols are as concealable as heavy pistols, do light pistol damage, have lower accuracies, but have access to autofire, which is your go-to against dodgy drekheads. You cause use them with Automatics or Pistols, but the pistols skill limits you to semi-auto firing. Mod 'em a little, and they're better than pistols for a lot of people.

Offline HopeFox

Re: Of Dice and Men (SR5) (At least NC)
« Reply #143 on: November 24, 2015, 07:00:16 PM »
The trodes are more so that you could use the simrig (I'm guessing that you plan on recording and selling stuff using it)and possibly also to pose as a non-Technomancer without getting a datajack. Other than the sim stuff, nothing you have really needs the trodes. You could still get (later on) get Skinlink because being able to get a direct connection to anything you can touch has some benefits.

Sure, that makes sense. I'll wear a hat or something with trodes, to go with my goggles and headphones. I mostly just have the simrig so that Maggie can record her experiences for later playback - she is very much an experience junkie, and will happily share her memories with her teammates too! Having DNI with a commlink is probably a good measure for avoiding notice as a technomancer, too.

Offline HopeFox

Re: Of Dice and Men (SR5) (At least NC)
« Reply #144 on: November 24, 2015, 07:06:48 PM »
Face who can shoot pretty well works for me.... How much better are machine pistols over regular pistols? Is it just better overall to grab automatics and spend the skill points elsewhere?

The really heavy pistols like the Ruger Super Warhawk and the Ares Predator will generally do more damage than a machine pistol, while the light pistols and holdouts are more concealable. Having both Pistols and Automatics does give you more options, but if you're short on skill points, Automatics is the way to go, I think. Automatics also gives you the ability to use suppressive fire.

"Face who can shoot" is a good way to go, and can be done as either an adept or a mundane with lots of augmentations. You'll need high Agility but not so much Strength or Body. You won't want to be at the forefront of a fight, but you'll definitely be able to contribute.

Offline Muse

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Re: Of Dice and Men (SR5) (At least NC)
« Reply #145 on: November 24, 2015, 07:47:25 PM »
  It's a good idea. 

  If you do go face-adept, Shadow, there's the Kinesics power, with an improvement on it in street grimoire. There's alos one for voice control.  Linguistics is nice and cheap too.  :) 

  For augmentations, hard to go wrong with enhanced pheremones. 

Online ShadowFox89

Re: Of Dice and Men (SR5) (At least NC)
« Reply #146 on: November 24, 2015, 07:55:06 PM »
 Do those all stack? And with Glamour?

Offline RSGAlexTopic starter

Re: Of Dice and Men (SR5) (At least NC)
« Reply #147 on: November 24, 2015, 09:23:03 PM »
In general, unless they don't say that they stack, things stack. And think all of those will. But don't quote me on that.

Offline HopeFox

Re: Of Dice and Men (SR5) (At least NC)
« Reply #148 on: November 24, 2015, 09:51:22 PM »
I haven't read anything that suggests they wouldn't stack. The major "these don't stack" items are usually initiative modifiers, and things that are clearly incompatible like muscle replacement and muscle toner.

Offline TheGlyphstone

Re: Of Dice and Men (SR5) (At least NC)
« Reply #149 on: November 24, 2015, 10:30:45 PM »
Could I grab the Overclocker quality (5 Karma) from Run Faster and apply it to my RCC instead of my (nonexistent) cyberdeck? It lets a decker boost one of their ASDF traits by one - an RCC lacks an Attack or Sleaze stat, but does have Data Processing and Firewall.