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SR5 Former DocWagon Emergency Response Medic

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8-bit

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« on: <11-01-14/1512:15> »
So, I wanted to try something different, and usually medical stuff is so downplayed in SR5 that you don't really even need a medical expert. I do use some stuff from Bullets & Bandages, which I realize is optional, but I might as well. The concept of this guy was that he was a DocWagon medic and overstepped his bounds by breaking extraterritoriality. He was just too damn compassionate, so he broke the law to help others. Hence, he got kicked out and is on the street.

Also, I must have been using Chummer5 for months, and only just realized it had a print function. Most of the stuff isn't filled out, as I'm just getting the sheet down; no real backstory or name.

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== Info ==
Street Name:
Name: Unnamed Character
Movement: 6/12
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 5
Judge Intentions: 7
Lift/Carry: 7 (30 kg/20 kg)
Memory: 11
Nuyen: 50

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: A - 46 Skills/10 Skill Groups
Resources: C - 140,000¥

== Attributes ==
BOD: 5
AGI: 3
REA: 3 (5)
STR: 2
CHA: 2
INT: 5
LOG: 6 (8)
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                   3.6875
Initiative:                10 + 1d6
Rigger Initiative:         10 + 1d6
Astral Initiative:         
Matrix AR Initiative:      10 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         10

== Limits ==
Physical:                  5
Mental:                    8
Social:                    4
   Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral:                    8

== Active Skills ==
Automatics: 6 [Submachine Guns]    Pool: 9 (11)
Biotechnology: 1 [Bioware]            Pool: 9 (11)
Chemistry: 6 [Analytical]         Pool: 14 (16)
Computer: 1                      Pool: 9
Cybertechnology: 6 [Repair]             Pool: 14 (16)
Disguise: 4                      Pool: 9
Etiquette: 1 [Street]             Pool: 3 (5)
First Aid: 6 [Gunshot Wounds]     Pool: 14 (16)
Gymnastics: 6                      Pool: 11
Medicine: 6 [Extended Care]      Pool: 14 (16)
Palming: 4                      Pool: 7
Perception: 6 [Visual]             Pool: 11 (13)
Running: 6                      Pool: 10
Sneaking: 4                      Pool: 7
Swimming: 6                      Pool: 8

== Knowledge Skills ==
TBD

== Qualities ==
Analytical Mind (-5 Karma)
Code of Honor (Unarmed People) (+15 Karma)
Incompetent (Close Combat) (+5 Karma)
Natural Athlete (-7 Karma)
SINner (National) (UCAS) (+5 Karma)

== Lifestyles ==
Condominium  1 months

== Cyberware/Bioware ==
Cerebral Booster Rating 2
Damage Compensators Rating 4
Datajack
Internal Air Tank Rating 2
Reaction Enhancers Rating 2
Sleep Regulator
Smartlink

== Armor ==
Armor Jacket                        12
   +Chemical Protection 4
   +Fire Resistance 4
   +Nonconductivity 4
Custom Ballistic Mask               2
   +Biomonitor
   +Gas Mask
   +Micro-Transceiver
Form-Fitting Body Armor             8
   +Concealability
   +Custom Fit
   +Nonconductivity 3

== Weapons ==
Ares SIGMA 3
   +Advanced Safety System, Basic
   +Folding Stock
   +Foregrip
   +Gas-Vent 3 System
   +Improved Range Finder
   +Personalized Grip
   +Safe Target System, Additional set of RFID or GPS data (10 data sets)
   +Safe Target System, Base
   +Safe Target System, Extra image profiles (10 profiles)
   +Safe Target System, Image Recognition Capabilities
   +Slide Mount
   +Sling
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   Pool: 9 (11)   Accuracy: 7   DV: 8P   AP: -   RC: 7
Unarmed Attack
   Pool: 0   Accuracy: 5   DV: 2S   AP: -   RC: 1

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3) x2
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Advanced Medkit Rating 6
Ammo: Gel Rounds (Submachine Guns) x100
Ammo: Regular Ammo (Submachine Guns) x100
Certified Credstick, Gold x2
Certified Credstick, Silver x4
Certified Credstick, Standard x4
Datachip x50
Fake SIN (Drew Daniels) Rating 4
   +Fake License (Concealed Carry) Rating 4
   +Fake License (Emergency Response Medic) Rating 4
Glasses Rating 4
   +Flare Compensation
   +Thermographic Vision
   +Vision Magnification
   +Vision Enhancement Rating 1
Medkit Rating 3
Medkit Rating 6
Slap Patch, Trauma Patch
Survival Kit
Tool Kit (Cybertechnology Kit)

== Karma Expenses ==
50 total
-12 in Positive Qualities
-10 for 20,000 nuyen
-2 for Computer 1
-10 for Charisma 2

16 remaining

== Nuyen Expenses ==
160,000 total
-159,950 in Gear

50 + (4d6 x 100) nuyen remaining

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Hmm, not so sure how much I like the design. Oh well, there's the sheet.

I'm contemplating getting Biotech 6, which would free up a ton of skill points, but then I don't have specializations for the medical skills.

Top Dog

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« Reply #1 on: <11-01-14/1533:31> »
My current character has quite a bunch of medical skills. It was helpful once (well, besides all the opponents who I saved, which is nice and in character but it doesn't help the run). I don't think being a medic makes for a good character, especially with such a Medicine focus.

I think much the same applies here, except being a medic is the only thing you can do. Great to have along if you do get shot, but I don't see much use otherwise. Street docs don't make for nice PC's I'm afraid.

8-bit

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« Reply #2 on: <11-01-14/1540:37> »
Sadly, that's true. I guess it's a good thought exercise at least.

Shrazkil

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« Reply #3 on: <11-01-14/1605:48> »
Standard operating procedure for docwagon is first aid followed by a heal spell. Might want to try it as a mysad, or shaman.

Shrazkil

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« Reply #4 on: <11-01-14/1700:06> »
Here is a rough copy of a combat mysad ex-docwagon.

First rule of being a medic in the field, don't get hit. Psyke will be a great drug to abuse.

Priority:
MAGIC A (MYSAD any logic or int tradition)
ATTRIBUTES B
SKILLS C
CASH D
META E (if you can eek by with bare minimum money and an r3 SIN could swap with resources for 2 more edge)

B 3
A 2
R 6 (9)
S 1
W 5
L 5
I 5
C 2 (ADVANCED WITH KARMA)

edge 3
Magic 6

Qualities and expendatures:
Quick healer
Mentor spirit (bear or dragonslayer recommended)
30 PP
-25 NQ TBD
10 k to Charisma
2 left

Powers:
I. Reflexes 3
Combat sense 4
Missle parry 1
Attribute boost: Agility

Spells:
Heal                  
Stabalize (or another inderect offensive spell)                  
resist pain                  
Punch                  
Mana Bolt                  
Physical Barrier                  
Mana Barrier                  
I.Logic                  
I. Intuition                  
I. Body   (great trick for long term healing , buff the target first)

Skills:
Con 3 (fast talk)
Couterspelling 6 (combat)
Sorcery 6 (healing)
Perception 6 (visual)
Sneaking 3 (urban)
Influence skill group 2
First aid 6 (gunshot)
medicine 2

Gear: 50k to spend, eventually would benefit from as high of a power foci as you can get your hands on            

« Last Edit: <11-01-14/1709:56> by Shrazkil »

8-bit

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« Reply #5 on: <11-01-14/1725:41> »
Standard operating procedure for docwagon is first aid followed by a heal spell. Might want to try it as a mysad, or shaman.

I am fully aware of this. It doesn't mean that it's all done by one person. I was considering a mystic adept, or a shaman, but I decided to go pure mundane. Mostly because that allowed me to go Skills A, and Attributes B (although I debated switching that around for a while). This guy was really a medic first, combatant second. His goal is to get someone out of the line of fire, and get them healed up. As well as long term care/repair of 'ware with all his skills.

Like I said, I like the pure mundane aspect, and if I was going for something, it would probably be a Shaman (or Christian tradition ... you never know). Mystic Adept seems like way too much Karma juggling for what my concept had in mind. I don't know, I just don't know how to make an extremely skilled Mystic Adept or Shaman with the Priority System, which usually leaves you with A and B taken by Talent and Attributes respectively.

All4BigGuns

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« Reply #6 on: <11-01-14/1831:07> »
For former DocWagon, I'd probably more suggest Hermetic Magician rather than Shaman personally. The Hermetic's drain attribute fits right in with what's needed for First Aid and other medical skills.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

8-bit

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« Reply #7 on: <11-01-14/2015:34> »
For former DocWagon, I'd probably more suggest Hermetic Magician rather than Shaman personally. The Hermetic's drain attribute fits right in with what's needed for First Aid and other medical skills.

True, true. They should have a DocWagon tradition. Focuses entirely on healing and surgical procedures. Logic + Willpower as the drain attribute. I think maybe I'm a little tired...

Whiskeyjack

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« Reply #8 on: <11-02-14/0018:41> »
Was thinking about this earlier, how a street doc's skills could fit really well added on to a rigger or decker.
Playability > verisimilitude.

8-bit

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« Reply #9 on: <11-02-14/0053:03> »
Was thinking about this earlier, how a street doc's skills could fit really well added on to a rigger or decker.

I'm toying around with another idea for a Medic/Rigger, but Priorities are not helping me one bit. Unless I go Resources A and Skills B, which doesn't really give me the Biotech Group like I want.

Poindexter

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« Reply #10 on: <11-02-14/0536:24> »
Was thinking about this earlier, how a street doc's skills could fit really well added on to a rigger or decker.

I'm toying around with another idea for a Medic/Rigger, but Priorities are not helping me one bit. Unless I go Resources A and Skills B, which doesn't really give me the Biotech Group like I want.

you're gonna have a big ass van. May as well fill it with something besides drones and guns, right?
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Whiskeyjack

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« Reply #11 on: <11-02-14/1100:39> »
Was thinking about this earlier, how a street doc's skills could fit really well added on to a rigger or decker.

I'm toying around with another idea for a Medic/Rigger, but Priorities are not helping me one bit. Unless I go Resources A and Skills B, which doesn't really give me the Biotech Group like I want.
I still don't really know what one can effectively do with the Cybertechnology skill.

Medicine seems like an okay way to support teammates who are injured at the end of a run but I can see it being useless if the GM just assumes you start every run at full health and/or assumes you had sufficient time to recover totally between runs. However it does seem like Medicine can be used to help a magic user gain extra dice to heal Drain which could be a super handy thing to have around, especially in the legwork or pre-run stage when the caster is binding spirits, or after a given firefight when they've taken Drain damage from casting.
Playability > verisimilitude.

8-bit

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« Reply #12 on: <11-02-14/1128:44> »
The Biotech skills are frustratingly vague; probably won't know exactly what we can do until the Augmentation splat book comes out (at this rate, a few years?)