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Burnout adept: a Human-Tank project

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ZeldaBravo

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« on: <10-28-14/1708:13> »
Hello again!
I've been thinking about making character with a full body cyberconversion for a while now and so I've made this girl:

Spade

== Priorities ==
Metatype: E - Human
Attributes: B - 20 Attributes
Special: D - Adept or Aspected Magician
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 450,000Ĩ

== Attributes ==
BOD: 5
AGI: 1 (Average 7, legs 6, arms 9, body 5)
REA: 5
STR: 1 (Average 7.2, rounded up=8, legs 6, arms 9, body 6)
CHA: 3
INT: 5
LOG: 3
WIL: 5
EDG: 3
MAG: 1 (bought back for karma)

Essence:                   1,04
Initiative:                10 + 1d6

Physical Damage Track:     16
Stun Damage Track:         11

== Limits ==
Physical:                  4 (Effective limits: 10 for arms, 8 for torso and legs. I am not sure how does it affect an actual limit)
Mental:                    6
Social:                    5
Astral:                    6

== Active Skills ==
Arcana: 1                      Pool: 4 (2 karma)
Automatics: 6 [Submachine Guns]    Pool: 15 (17)
Con: 3 [Fast Talk]          Pool: 6 (8.)
Escape Artist: 1                      Pool: 8 (2 karma)
Etiquette: 4                      Pool: 7
Intimidation: 2 [Physical]           Pool: 5 (7)
Perception: 3                      Pool: 8
Pilot Ground Craft: 1                      Pool: 6 (2 karma)
Unarmed Combat: 6 [Cyber Implants]     Pool: 15 (17)
Athletics skill group 2
Stealth skill group 1 (5 karma)
Outdoors skill group (5 karma)

== Knowledge Skills ==
16 points, TBD.
== Contacts ==
Fixer (5, 2)
Supply Sergeant (2, 3)

== Qualities ==
Adept
Ambidextrous -4k
SINner (CAS) +5k
Mentor Spirit (Bear) -5k
Social Stress +8k
The Burnout's Way -15k
Weak Immune System +10k

== Powers ==
Combat Sense Rating: 1
Nimble fingers
Improved Sense (Direction Sense)
Rapid Healing Rating: 1 (Bear totem)

== Lifestyles ==
Low 1 month

== Cyberware/Bioware ==
Cybereyes Basic System Rating 1 ($9000, 0.16 ess.)
   +Image Link
   +Smartlink
   +Flare Compensation
Damage Compensators Rating 3 ($6000, 0.24 ess.)
Damper ($2250, 0.08 ess.)
Datajack ($1000, 0.08 ess.)
Obvious Full Arm (AGI 9, STR 9, Physical 10) (Left) ($90000, 0.8 ess., Capacity used 8/15)
   +Customized Agility Rating 6
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 3
   +Armor Rating 2
Obvious Full Arm (AGI 9, STR 9, Physical 10) (Right) ($91250, 0.8 ess., Capacity used 10/15)
   +Customized Agility Rating 6
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 3
   +Armor Rating 2
   +Hand Razors
Obvious Full Leg (AGI 6, STR 6, Physical 8.) (Left) ($74000, 0.8 ess., Capacity used 13/20)
   +Customized Agility Rating 6
   +Customized Strength Rating 6
   +Armor Rating 2
   +Hydraulic Jacks Rating 6
   +Large Smuggling Compartment
Obvious Full Leg (AGI 6, STR 6, Physical 8.) (Right) ($68000, 0.8 ess., Capacity used 13/20)
   +Customized Agility Rating 6
   +Customized Strength Rating 6
   +Armor Rating 2
   +Hydraulic Jacks Rating 6
   +Cyber Holster
Obvious Torso (AGI 5, STR 6, Physical 8.) ($67500, 0.8 ess., no capacity left)
   +Armor Rating 2
   +Enhanced Agility Rating 2
   +Enhanced Strength Rating 3
   +Internal Air Tank Rating 2

== Armor ==
Armor Jacket
   +Chemical Protection 6
   +Nonconductivity 6
Ballistic Shield
Chameleon Suit
Urban Explorer Jumpsuit
   +Electrochromic Clothing
   +Biomonitor
Urban Explorer Jumpsuit: Helmet
   +Electrochromic Clothing

== Weapons ==
Hand Razors
   Pool: 15 (17)   Accuracy: 10  DV: 10P   AP: -3
Ingram Smartgun X
   +Gas-Vent 3 System
   +Personalized Grip
   +Sling
   +Smartgun System, Internal
   +Sound Suppressor
   +Spare Clip
   +Spare Clip
   +Spare Clip
   Pool: 15 (17)   Accuracy: 7   DV: 8P   AP: -   RC: 9
Steyr TMP (in cyberholster)
   +Laser Sight
   Pool: 15   Accuracy: 5   DV: 7P   AP: -   RC: 4
Steyr TMP (at home or in a bag)
   +Laser Sight
   Pool: 15   Accuracy: 5   DV: 7P   AP: -   RC: 4
Unarmed Attack
   Pool: 15   Accuracy: 10   DV: 1S   AP: -

== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
   +Sim Module
   +Browse
   +Encryption
   +Signal Scrub
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
Ammo: Gel Rounds (Submachine Guns) x32
Ammo: Regular Ammo (Machine Pistols) x60
Ammo: Regular Ammo (Submachine Guns) x64
Ammo: Stick-n-Shock (Submachine Guns) x32
Certified Credstick, Silver x2
Certified Credstick, Standard x3
Cram x10
Fake License (Restricted Cyberware License) Rating 4
Fake License (Firearms License) Rating 4
Fake License (Concealed Carry Permit) Rating 4
Fake License (Bodyguard License) Rating 4
Fake SIN (Hilda Stephenson) Rating 4
Flashlight
Glasses Rating 2
   +Thermographic Vision
   +Vision Magnification
Respirator Rating 6

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Sensor Array Rating 2

== Karma Expenses ==
Total karma: 48
Spent for qualities: 24
Spent for skills: Two skill groups 0->1: 10 karma, 3 skills 0->1: 6 karma, Magic 0->1: 5 karma, Contacts 3 karma.
== Nuyen Left ==
1066.

Strength and Agility at 1 represent almost a total absence of natural muscle tissue. My first goal with this character is an initiation to raise my magic limit (and magic attribute) at least to 2 to grab Improved Reflexes. I think that this will strip me of my Burnout's way because it will be the second point of magic gained (first one was at the last step of character generation). This will stop me from adding new cyberware for a very long time, until I can afford a delta clinic to replace my whole body for deltaware. However I can still mod my current ware, thought about getting a cyber machine pistol in the left arm, adding a grapple gun (for fun) into the right one and making my hand razors a weapon focus. I'll keep initiating to gain more adept powers to gain more utility and maybe some more initiative dice (for now I think that I.Reflexes 1 are fine, maybe will get I.R. 2, but not 3).

Right now Spade has 35 soak dice and not so great initiative score. Cram will give her some extra speed to be a greater threat to the enemy. I have some background but I'm not that good at English to write down long sentences without messing up. In short: former CAS military, awakened late and got assigned to BlackOps because of her new adept powers, her BlackOps unit got into trouble with Azzies on their territory, got crippled, got sewn back together using new shiny bits, discharged, now a freelancer mercenery, trying to return her spiritual connection to the Bear while fighting for whatever she sees as the right cause.

So what do you think?
« Last Edit: <10-28-14/1709:55> by ZeldaBravo »
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

8-bit

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« Reply #1 on: <10-28-14/1730:54> »
I would go with Jazz or Kamikaze for my drug of choice to be honest.

It's definitely, interesting, to say the least. I would maybe try to fit a datajack in somehow for the DNI, but otherwise, from a first glance, it looks pretty good.

Although, not so sure about that backstory. If she awakened late with a Magic score of 2; I find it hard to believe that would automatically put her into a Black Ops unit. They probably would require a minimum of 6 Magic, if not someone who is conditioned and prepared with initiations, foci, and more.
« Last Edit: <10-28-14/1732:27> by 8-bit »

Michael Chandra

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« Reply #2 on: <10-28-14/1758:39> »
Step 1 is asking if the GM is okay with the Cyberlimb+Natural abuse, and whether they will houserule that the Agility of the cyberlimbs helps with movement rates.
How am I not part of the forum?? O_O I am both active and angry!

ZeldaBravo

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« Reply #3 on: <10-28-14/1831:36> »
I would go with Jazz or Kamikaze for my drug of choice to be honest.

It's definitely, interesting, to say the least. I would maybe try to fit a datajack in somehow for the DNI, but otherwise, from a first glance, it looks pretty good.

Although, not so sure about that backstory. If she awakened late with a Magic score of 2; I find it hard to believe that would automatically put her into a Black Ops unit. They probably would require a minimum of 6 Magic, if not someone who is conditioned and prepared with initiations, foci, and more.
Jazz and Kamikaze have too high addiction rating IMO.  The datajack is there, the list is huge so it is easy to miss. True about the BlackOps, I just don't know how to call these guys correctly. Guerrilla-style warfare behind enemy lines. Diversions and recon missions and stuff. Not SEAL team 6 tier.
Step 1 is asking if the GM is okay with the Cyberlimb+Natural abuse, and whether they will houserule that the Agility of the cyberlimbs helps with movement rates.
That's the reason I bought enhancements for the cybertorso. I am not a fan of 9/9 cyberarms attached to a limp untrained body and I find them borderline abusing too.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Michael Chandra

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« Reply #4 on: <10-28-14/1836:54> »
Yeah, while I'd never let Cyberarms count for movement rate, the combination Cybertorso and Cyberlegs are a decent argument to let you have a movement rate based on their agility, so you'd average at 7. I'd also probably let you use their average Strength for Running too.

Note to self, include those in the future potential cyberlimb houserules list.

Your Physical Limit still sucks balls though. The limbs won't have any impact on it, so you'll want 1 more Strength and in the future get Reaction Enhancers 2+ to push you to a limit of 6.
How am I not part of the forum?? O_O I am both active and angry!

8-bit

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« Reply #5 on: <10-28-14/1838:29> »
Addiction rating just means you make tests more often; the tests aren't any harder to pass than Cram's test is. They all have a threshold of 3.

The only reason I pointed that out was that Kamikaze and Jazz both give much better stat bonuses (Jazz's aftereffect in particular is not as devastating), and you're rolling 10 dice in the case of resisting Kamikaze addiction. I just think it would be nice to get either 10 + 3d6 or 12 + 3d6 Initiative, since that puts you in decent range for 3 passes. To each their own.

Also, yeah, lost the datajack in that list.

I see what you're saying. I don't know what I would call them either, since I know next to nothing about military or secret organizations and labels.
« Last Edit: <10-28-14/1840:01> by 8-bit »

ZeldaBravo

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« Reply #6 on: <10-28-14/1851:46> »
Can't argue with that, I need more strength for my limit. Gonna go for it right after the first initiation, I don't want to take too much risk with cram so I need some initiative. Maybe I will also improve the limit with an adept power later.
I have another question actually: is it possible to "forget" some of the powers to free up some PPs?
Addiction rating just means you make tests more often; the tests aren't any harder to pass than Cram's test is.
I guess I misunderstood the rules then. Anyway I like cram more because it lasts so much longer. Maybe will get some kamikaze too for a really dangerous situation.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Michael Chandra

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« Reply #7 on: <10-28-14/1858:22> »
No, you cannot lose Powers.

ZeConster did a post and flowchart on Addiction tests once, a few careful reads make clear what seems to be the intent.

If something has X rating and Y threshold, here's how it goes:

(11-X)=Z weeks is how long you have before each Addiction Test. At the end of each week, including the end of the first week when you used, you do a check. Rough version:

1: Did I use this week?
1a: Yes: Threshold resets to normal.
1b: No: Threshold goes down with 1.
2: Is the threshold now 0?
2a: Yes: Reset the counter, go to END, counter does not start until you use again.
3: Is it the end of week Z?
3a: Yes: Do an Addiction test versus the threshold and do the usual stuff the text describes and I cannot remember from the top of my head. If you succeed, reset the week counter to 0 and repeat ad infinitum until you reach step 2a or get more addicted.
How am I not part of the forum?? O_O I am both active and angry!

8-bit

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« Reply #8 on: <10-28-14/1904:02> »
Like I said, to each their own. I tend to like how Cram lasts a really long time as well, but for combat drugs, Kamikaze is king, and Jazz comes in for a close second.

As for forgetting powers; not unless your GM allows you to do so. The only way to lose powers is through losing magic, although you can gain extra PP if you buy a Way that discounts already bought powers.

Edit: Ah, damn. Michael beat me to it. At least you get 2 posts now!

Marcus

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« Reply #9 on: <10-28-14/2147:33> »
I don't know ZB. I'll give you that it is potentially the ultimate example of the burnout way. But I'm not sure I think your losing points you don't have to be. I think as always your math is nice though, and I enjoyed reading your cyberlimbs.
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ZeldaBravo

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« Reply #10 on: <10-29-14/0040:41> »
No, you cannot lose Powers.

ZeConster did a post and flowchart on Addiction tests once, a few careful reads make clear what seems to be the intent.

If something has X rating and Y threshold, here's how it goes:

(11-X)=Z weeks is how long you have before each Addiction Test. At the end of each week, including the end of the first week when you used, you do a check. Rough version:

1: Did I use this week?
1a: Yes: Threshold resets to normal.
1b: No: Threshold goes down with 1.
2: Is the threshold now 0?
2a: Yes: Reset the counter, go to END, counter does not start until you use again.
3: Is it the end of week Z?
3a: Yes: Do an Addiction test versus the threshold and do the usual stuff the text describes and I cannot remember from the top of my head. If you succeed, reset the week counter to 0 and repeat ad infinitum until you reach step 2a or get more addicted.
Now it is perfectly clear to me, thank you very much!
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Poindexter

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« Reply #11 on: <10-29-14/0101:00> »
Anyway I like cram more because it lasts so much longer. Maybe will get some kamikaze too for a really dangerous situation.

Cram rots your teeth out. Think of it like crystal meth. It's nasty stuff, dude.
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Finstersang

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« Reply #12 on: <10-29-14/0924:49> »
First of all, let me state that I really like the effort put in this character. "Real" burnouts are hard to come by, most burnout PC are just adepts with a little bit of essence lost to muscle Toners.
Thereīs one big issue, tho:

Iīm not sure if Iīm reading this right, but it seems like you have bought back your Magic of 1 for only 5 Karma. I donīt think thats how it works.

First, your Magic would be at zero and therefore permanently lost before you buy it back. One might argue "Yeah but I buy it back during chargen", but it seems a bit cheesy and as a pretty "toothless" price for staying awakened.
Second, as I read it, you donīt raise your factual Attribute with Karma, but the unmodified value.
For Example: If you have Muscle Toner at Rating 2 and an Agility of 5, your Value would be noted as 5(7). If you want to raise your Agility by one with Karma, you donīt pay 40 Karma to raise it to 8, but 30 Karma to raise it to 6( 8 ).
This also works the other way around: If your Magic is 5 and decreased by 3 because of Essence loss, your Magic is 5(2). If you want to raise it, you pay 30 Karma to raise it to 6(3), not 15 to raise it to 3.
Going burnout demands a price.

Iīd suggest to look through your qualities again to get the additional 25 Karma to Raise your Magic to 6. Or you lose some Implants or get better grades to cap your Essence loss at 4. Would still be a mighty character, with a all this soaking dice.

« Last Edit: <10-29-14/0929:41> by Finstersang »

Top Dog

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« Reply #13 on: <10-29-14/0958:44> »
Iīm not sure if Iīm reading this right, but it seems like you have bought back your Magic of 1 for only 5 Karma. I donīt think thats how it works.

First, your Magic would be at zero and therefore permanently lost before you buy it back. One might argue "Yeah but I buy it back during chargen", but it seems a bit cheesy and as a pretty "toothless" price for staying awakened.
Second, as I read it, you donīt raise your factual Attribute with Karma, but the unmodified value.
For Example: If you have Muscle Toner at Rating 2 and an Agility of 5, your Value would be noted as 5(7). If you want to raise your Agility by one with Karma, you donīt pay 40 Karma to raise it to 8, but 30 Karma to raise it to 6( 8 ).
This also works the other way around: If your Magic is 5 and decreased by 3 because of Essence loss, your Magic is 5(2). If you want to raise it, you pay 30 Karma to raise it to 6(3), not 15 to raise it to 3.
Going burnout demands a price.

Iīd suggest to look through your qualities again to get the additional 25 Karma to Raise your Magic to 6. Or you lose some Implants or get better grades to cap your Essence loss at 4. Would still be a mighty character, with a all this soaking dice.
There's been long, long debates on this. The consensus, as far as I'm aware, is that no, you don't permanently burnout unless maximum magic is reduced to 0 (this is explicit in the rulebook, and a change from earlier versions) and yes, buying up magic from 0 to 1 costs 5 points; there is no "unmodified" Magic value.

Of course, while most agree that the above is RAW, many don't agree with the rule and feel it should be changed. But I refer you to those discussions.

Edit: see http://forums.shadowruntabletop.com/index.php?topic=18258.0 for one. I'm pretty sure that's not the first.
« Last Edit: <10-29-14/1000:54> by Top Dog »

Finstersang

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« Reply #14 on: <10-29-14/1010:27> »
Really? Boy, this makes burning out a pretty strong option. Quite strange that thereīs no official statement to this...

Anyway, if your GM is OK with it, do as you please.