NEWS

Combat Medic

  • 55 Replies
  • 25214 Views

Teabeeyea

  • *
  • Newb
  • *
  • Posts: 32
« on: <07-21-11/2022:23> »

Metatype : Human
Mundane

Attributes
Body: 5
Agility: 3
Reaction: 3
Strength: 3
Charisma: 2
Intuition: 2
Logic: 5
Willpower: 5

Edge: 2
Initiative: 5
Essence: 6
 
Knowledge Skills
English : N
Military : 4
Lone Star Procedures : 1
Bars : 2
Tactique : 3
Hong Kong Triads : 4
Security Companies : 4
Biology : 4
       
Active Skills
Cybertechnology : 4
First Aid : 4
Medicine : 4
Counterspelling : 4
Ritual Spellcasting : 4
Spellcasting : 4
Parachuting (Low altitude) : 3
Instruction : 2
Leadership : 1
Intimidation : 1
Perception : 4
Navigation : 2
Running : 2
Survival : 2
Pilot Ground Craft : 3
Pistols (Semi-Automatics) : 1
 
 
Positive Qualities
Quick Healer
Toughness
Will to Live 3
       
Negative Qualities
Sensitive System
 
Weapons
Colt Manhunter
4x Regular Ammo (10 shots)
       
Armors
Armor Jacket
Form-Fitting Body Armor Full-Body Suit
 
Vehicles
GMC Bulldog (Van)
Weapon Mounts
 
Commlinks
Commlink : Renraku Sensei
       
Equipments
Endoscope
Rappeling Gloves
Respirator (Rating 2)
Survival Kit
Medkit (Rating 6)

LostProxy

  • *
  • Newb
  • *
  • Posts: 41
« Reply #1 on: <07-21-11/2152:20> »
Very first thing I noticed. It says mundane, has no magic stat, but has magician skills. I think something was lost in the copy and paste. If it is a combat medic mage then that explains no implants. Second thing is it looks like you bought all the medical skills separately. You should put them in a group to save points.

Charybdis

  • *
  • Ace Runner
  • ****
  • Posts: 1506
  • If it's last name is Dragon, first name Great: RUN
« Reply #2 on: <07-21-11/2207:58> »
Heyo :)

You have the Character listed as a Mundane, but then have Skills like Spellcasting, Counterspelling, Ritual Casting etc which are limited to Magical (ie Awakened) character types.
So which do you prefer? Mundane or Awakened

A) If Mundane, I recommend dropping the Magical skills and investing some resources into Augmentations (Cyberware, Bioware Genetech etc) to make you faster, better stronger.
B) If Awakened, you'll need to add more resources into your Magic Attribute, and choose either the Magician/Mystic Adept/Adept positive quality (then grab some spells and/or Adept enhancements as appropriate).
C) There are a lot of physical skills listed, but they're either at low ratings or in strange groupings.
 - Running at 2. Hmmm, instead get the whole Athletics skill group at 1. Running is nice, but being able to swim and climb as well is also useful ;)
 - Medicine is more of a professional Doctor/Surgeon skill. Are you the guy who is running in the field dodging bullets, or are you the camp doctor in a Mash episode? Corps don't normally risk a trained Doctor out in the field... training them is too expensive...
 - Intimidation is a nice skill to have, however with a Charisma of 2 it's going to be of limited use. I think it's fair to say that your bedside manner is not going to be very comforting :P
 - On the same line, instead of grabbing a few social skills at 1, grab the whole Influence skill group.
 - Navigation and Survival at 2 is a bit expensive. Who not invest in the whole Outdoors skill group and get some Tracking as well?
D) Body is nice, however I think this is less of a front line tank, and more of a hide and hope not to get shot type of character
 - To that end, I recommend lowering the body attribute, and putting more into Agility or Reaction (or both)
 - Also recommend a rank or two of the Infiltration skill. Hiding is very VERY useful...
E) Pistols skill is fine, But play for a while before deciding on a specialisation. Semi-Autos are nice, but they're very much a low-power option. Specialising in them would need to be a strong Background theme in order to walk away from more powerful options like Machine Pistols, Heavy Pistols or Tasers (IMHO, heavy pistols is the best option).

In the end, depending on the Magic vs Mundane scenario, your PC has a lot of modification required. It's a very solid concept for a Combat Medic and the High Logic and Willpower are great

'Too much is never enough'

Current PC: Free Spirit (Norse Shamanic)
'Names are irrelevant. Which fake ID do you want me to quote from?'

Phreak Commandment V:
If Thou Be In School, Strive To Get Thine Self Good Grades, For The Authorities Well Know That Scholars Never Break The Law

Charybdis

  • *
  • Ace Runner
  • ****
  • Posts: 1506
  • If it's last name is Dragon, first name Great: RUN
« Reply #3 on: <07-21-11/2209:19> »
Very first thing I noticed. It says mundane, has no magic stat, but has magician skills. I think something was lost in the copy and paste. If it is a combat medic mage then that explains no implants. Second thing is it looks like you bought all the medical skills separately. You should put them in a group to save points.

Dammit, Ninja'ed :D
'Too much is never enough'

Current PC: Free Spirit (Norse Shamanic)
'Names are irrelevant. Which fake ID do you want me to quote from?'

Phreak Commandment V:
If Thou Be In School, Strive To Get Thine Self Good Grades, For The Authorities Well Know That Scholars Never Break The Law

UmaroVI

  • *
  • Prime Runner
  • *****
  • Posts: 2655
« Reply #4 on: <07-21-11/2247:14> »
Pistol specializations are wierd, actually.

Machine pistols don't use Pistols, they use Automatics.

The listed specializations are Hold-Outs, Tasers, Semi-Automatics, and Revolvers - no "Heavy Pistols" option, and no mention of things that are not any of the above. "Semi-Automatics" is actually probably the best specialization of those - it covers the very nice Yamaha Sakura Fubuki and the also very nice Ruger Thunderbolt.

Of course, your GM might allow you to specialize in something like "Heavy Pistols" or "Light Pistols" but the specializations for pistols don't match up to the weapon categories. And don't even get me started on the Throwing Weapons or Unarmed specializations.

Charybdis

  • *
  • Ace Runner
  • ****
  • Posts: 1506
  • If it's last name is Dragon, first name Great: RUN
« Reply #5 on: <07-21-11/2257:46> »
Pistol specializations are wierd, actually.

Machine pistols don't use Pistols, they use Automatics.

The listed specializations are Hold-Outs, Tasers, Semi-Automatics, and Revolvers - no "Heavy Pistols" option, and no mention of things that are not any of the above. "Semi-Automatics" is actually probably the best specialization of those - it covers the very nice Yamaha Sakura Fubuki and the also very nice Ruger Thunderbolt.

Of course, your GM might allow you to specialize in something like "Heavy Pistols" or "Light Pistols" but the specializations for pistols don't match up to the weapon categories. And don't even get me started on the Throwing Weapons or Unarmed specializations.

A) On Machine Pistols., I am corrected :)
B) Specialisation lists on skills are notoriously buggy. Taking Semi-Automatics for example allows you to 'specialise' with 80% of the gear list. However, if you take alternative specialisations based on the same class of the weapon categories in the Firearms list (Hold out, Taser, Light Pistol, Heavy Pistol) you at least get some type of clearly defined list of where the Spec. does/doesn't apply.

As always, refer to GM :)
'Too much is never enough'

Current PC: Free Spirit (Norse Shamanic)
'Names are irrelevant. Which fake ID do you want me to quote from?'

Phreak Commandment V:
If Thou Be In School, Strive To Get Thine Self Good Grades, For The Authorities Well Know That Scholars Never Break The Law

UmaroVI

  • *
  • Prime Runner
  • *****
  • Posts: 2655
« Reply #6 on: <07-21-11/2300:42> »
"Talk to the GM about how pistol specializations work" is good advice, yes.

Teabeeyea

  • *
  • Newb
  • *
  • Posts: 32
« Reply #7 on: <07-22-11/0936:06> »
Thanks all!  I'm still learning the system and I have not yet played a single game.  So I appreciate the feedback.  I will readjust skills based on feedback and repost later.

Shinobi Killfist

  • *
  • Prime Runner
  • *****
  • Posts: 2703
« Reply #8 on: <07-22-11/1117:17> »
On the mundane/magic side of things.  I want to point out that you generally(though some concepts work like this) don't want to be mundane, no cyber/bio, and have a low edge.  One of the 3 should happen to a decent degree.  Mages have the heal spell and it can be applied after first aid, though first aid can not be applied after magical healing so being a mage does help in that regard. Cyber/bio there are Logic boosters and probably other things that would help medicine that I am not thinking of.  Edge just gives you tons of dice to roll.  You should really have at least one of them. 

JoeNapalm

  • *
  • Ace Runner
  • ****
  • Posts: 1309
  • Ifriti Sophist
« Reply #9 on: <07-22-11/1117:34> »
A "Heavy Pistol" Specialization wouldn't make a lot of sense.

A Revolver functions differently than a Semi-Auto.

That said, really a Specialization should be with a specific model...a Glock and a 1911 are both automatics, but have different grip angles, controls, etc.

But that would be fairly restrictive and probably encite player riots.  :P

-Jn-
Ifriti Sophist

Shinobi Killfist

  • *
  • Prime Runner
  • *****
  • Posts: 2703
« Reply #10 on: <07-22-11/1130:35> »
A "Heavy Pistol" Specialization wouldn't make a lot of sense.

A Revolver functions differently than a Semi-Auto.

That said, really a Specialization should be with a specific model...a Glock and a 1911 are both automatics, but have different grip angles, controls, etc.

But that would be fairly restrictive and probably encite player riots.  :P

-Jn-
Ifriti Sophist

Firearms, concentration in pistols, specialization in ares predator.  The way it should be.. :)  Skills and specializations are weird, some are stupidly narrow others are way to broad.  Skill Ares Squirt, really that can't fall under pistols or something?  Specialization of SA pistols?  So I can specialize in the 80% of the guns I'd most likely be using anyways, awesome.  Just give me 2 dice for free.  I kind of wish they brought back concentrations with maybe them giving 1 die instead of specializations 2, but it could cover something as broad as SA pistols.

Tsuzua

  • *
  • Omae
  • ***
  • Posts: 633
« Reply #11 on: <07-22-11/1433:32> »
I can live with specialization by group such as SMGs being a specialization of Automatics.  But the pistols specializations are weird as heck.  I'll review the character when I see v2.  I'm playing a combat medic myself (mind over matter mystic adept) so I might be able to help somewhat

Teabeeyea

  • *
  • Newb
  • *
  • Posts: 32
« Reply #12 on: <07-22-11/1510:42> »
Combat Medic
Here is version 1.1

Metatype : Human
Mundane

Attributes
Body: 5
Agility: 3
Reaction: 3
Strength: 3
Charisma: 3
Intuition: 2
Logic: 5
Willpower: 3

Edge: 4
Initiative: 5
Essence: 6
 
Knowledge Skills
English : N
Military : 4
Lone Star Procedures : 1
Bars : 2
Hong Kong Triads : 4
Security Companies : 4
Biology : 4
       
Active Skills
Climbing : 2
Gymnastics : 2
Running : 2
Swimming : 2
Navigation : 2
Survival : 2
Tracking : 2
Automatics : 3
Longarms : 3
Pistols : 3
First Aid : 6
Parachuting : 3
Instruction : 2
Leadership : 2
Intimidation : 2
Perception : 4
Pilot Ground Craft : 3
 
 
Positive Qualities
Quick Healer
Toughness
Will to Live 3
       
Negative Qualities
Sensitive System
 
Weapons
Colt Manhunter
3x Regular Ammo (10 shots)
       
Armors
Armor Jacket
Form-Fitting Body Armor Full-Body Suit
 
Vehicles
GMC Bulldog (Van)
 
Commlinks
Commlink : Renraku Sensei
       
Equipments
Respirator (Rating 2)
Survival Kit
Medkit (Rating 6)
Low Altitude Parachute

Tsuzua

  • *
  • Omae
  • ***
  • Posts: 633
« Reply #13 on: <07-22-11/1529:41> »
Quick question, are you okay with going either technomancer, magic or having augmentation?  I noticed you were a mundane with sensitive system, so I think this is a deliberate choice on your part.  I wanted to make sure it was before I worked my recommendations. 

Teabeeyea

  • *
  • Newb
  • *
  • Posts: 32
« Reply #14 on: <07-22-11/1536:40> »
Being new to the system and world I have a hard time imagining cyber augmentation in a way that I could play.  I am ok with Technomancer and Mage, but I don't understand the requirements for technomacer much.  I first thought about playing a combination of a mundane first aid provider, and a magic healer.  Obviously he'd have to be a mage or adept.  But when I tried to build something like that I ended up with a mess.  That is why I had casting spells in version 1. They where left overs.

Any suggestions on how I can combine this concept with that of a mage would be greatly welcomed.