Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Bewilderbeast on <04-20-14/1539:12>

Title: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <04-20-14/1539:12>
HAZMAT

Attribute: A (24)
Metatype: B (Dwarf 4)
Resources: D (50,000 + 20,000)
Magic: C (Adept 4, one rating 2 Active Skill))
Skills: E (18)
Karma: 50
+25 base karma
+7 Bad Rep (how is he not a toxic mage?)
+5 Distinctive Style (pale, creepy, smells like a meth lab)
+9 for Low Pain Tolerance
+4 Mild Addiction to Psyche
-5 for Mentor Spirit (Rat)
-4 for Resistance to Toxins
-7 for Catlike
-8 for Qi Focus
-10 for Outdoors Skillgroup 1
-10 for nuyen

ATTRIBUTES
Body 7
Agility 5
Reaction 3 (5)
Strength 3
Willpower 7
Logic 4
Intuition 5
Charisma 3
Essence 6
Magic 6
Edge 3
Physical Limit 7, Mental Limit 7, Social Limit 7

SKILLS
Outdoors 1
Exotic Weapon (Parashield Dart Rifle) 6
Sneaking 6 (10)
Chemistry 4
Perception 2
Throwing Weapons 2 (Free)

ADEPT POWERS
Natural Immunity 6 (-1 PP, 2 free from Rat)
Improved Reflexes 1 (-1.5 PP)
Improved Potential (Physical) (-.5 PP)
Combat Sense 3 (-1.5 PP)
Attribute Boost [Agility] 2 (-.5 PP)
Traceless Walk (-1 PP)

GEAR
Fake SIN Rating 4 w/ Awakened License, Hazardous Chemicals License, Exterminator License, Dart Rifle License, Chameleon Suit License = 14,400 for Fake IDs
Transys Avalon w/ Subvocal Microphone (-5,050)
Improved Reflexes Force 4 Qi Focus (-12,000)
Chameleon Suit (1,700) w/ Thermal Damping 2 (-1,000), Chemical Protection 6 (1,500), Nonconductivity 1 (-250) = 4,450 for sneaksuit
Honda Spirit (-12,000)
50 doses of narcoject (-2,500) w/ 50 injection darts (-3,750)
10 doses of CS/Tear Gas (-200)
10 doses of Nausea Gas (-250)
20 gas grenades (-800)
Low Lifestyle w/ Special Work Area, Obscure, Dangerous Area (-3,300)
Chemistry Shop (-5,000)
Parashield Dart Rifle (1,200) w/ Vision Magnification (-250), Laser Sight (-125) = 1,575
Respirator 6 (-300)
5 gas maks (-1,000)
5 doses of Psyche (1,000)
Capacity 6 Goggles (-300) w/ Vision Enhancement 3, Imagelink, Low-Light Vision, Flare Compensation = 2,575
Capacity 3 Earbuds w/ Audio Enhancement 3 (-1,650)
700 nuyen

EDIT 5/7/16: The above is the original character. Current version in spoilers below.
[spoiler]== Info ==
Street Name: Hazmat
Name: Unnamed Character
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 3
Public Awareness: 0
Dwarf
Composure: 10
Judge Intentions: 8
Lift/Carry: 10 (45 kg/30 kg)
Memory: 10
Nuyen: 3775

== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: E - 18 Skills/0 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 7
AGI: 5
REA: 4 (5)
STR: 3
CHA: 3
INT: 5
LOG: 3
WIL: 7
EDG: 2
MAG: 5

== Derived Attributes ==
Essence:                   5.0
Initiative:                9 (10) + 2d6
Rigger Initiative:         10 + 2d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      10 + 2d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         12

== Limits ==
Physical:                  6
Mental:                    6
Social:                    6
Astral:                    6

== Active Skills ==
Animal Handling            : 0                      Pool: 2
Archery                    : 0                      Pool: 4
Armorer                    : 0                      Pool: 2
Automatics                 : 0                      Pool: 4
Blades                     : 0                      Pool: 4
Clubs                      : 0                      Pool: 4
Computer                   : 0                      Pool: 2
Con                        : 0                      Pool: 2
Cybercombat                : 0                      Pool: 2
Demolitions                : 0                      Pool: 2
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 6
Escape Artist              : 0                      Pool: 4
Etiquette                  : 0                      Pool: 2
First Aid                  : 0                      Pool: 2
Forgery                    : 0                      Pool: 2
Free-Fall                  : 0                      Pool: 6
Gunnery                    : 0                      Pool: 4
Gymnastics                 : 1                      Pool: 6
Hacking                    : 0                      Pool: 2
Heavy Weapons              : 0                      Pool: 4
Impersonation              : 0                      Pool: 2
Instruction                : 0                      Pool: 2
Intimidation               : 0                      Pool: 2
Leadership                 : 0                      Pool: 2
Longarms                   : 6                      Pool: 11
Navigation                 : 1                      Pool: 6
Negotiation                : 0                      Pool: 2
Perception                 : 6                      Pool: 11
Performance                : 0                      Pool: 2
Pilot Ground Craft         : 0                      Pool: 4
Pilot Watercraft           : 0                      Pool: 4
Pistols                    : 0                      Pool: 4
Running                    : 1                      Pool: 4
Sneaking                   : 6                      Pool: 13
Survival                   : 1                      Pool: 8
Swimming                   : 1                      Pool: 4
Throwing Weapons           : 4                      Pool: 9
Tracking                   : 1                      Pool: 6
Unarmed Combat             : 0                      Pool: 4

== Knowledge Skills ==

== Contacts ==
Dr. Fischer; Corporate Scientist (2, 3)
Gang Fixer; Fixer (4, 1)

== Qualities ==
Adept
Bad Rep
Black Market Pipeline (Chemicals, Dr. Fischer)
In Debt II
Jack of All Trades Master of None
Mentor Spirit (Rat)
Records on File (Aztechnology)
Resistance to Pathogens/Toxins
Resistance to Toxins
Sensory Overload Syndrome
Thermographic Vision

== Powers ==
Adrenaline Boost Rating: 2
Attribute Boost (BOD) Rating: 2
Combat Sense Rating: 1
Enhanced Accuracy (skill) (Longarms)
Improved Reflexes 1 (REA)
Natural Immunity Rating: 5
Traceless Walk

== Lifestyles ==
Polluted Ruins  1 months

== Cyberware/Bioware ==
Nephritic screen Rating 6
Thickened Digestive Tract Lining
Toxin Extractor Rating 3

== Armor ==
Chameleon Suit                      9
   +Chemical Protection 6
   +Nonconductivity 1
   +Thermal Damping 2

== Weapons ==
Defiance T-250
   +Laser Sight
   Pool: 11   Accuracy: 6   DV: 10P   AP: -1   RC: 2
Grenade: Gas
   Pool: 9   Accuracy: 6   DV: Chemical (10m Radius)   AP: -   RC: 2
Unarmed Attack
   Pool: 4   Accuracy: 6   DV: 3S   AP: -   RC: 2

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
CS/Tear Gas x10
Fake SIN (Eric Werner) Rating 3
   +Fake License (Adept License) Rating 4
Grenade: Gas x20
Pepper Punch x10
Qi Focus (Bonded Foci) (Improved Reflexes 1) Rating 4
Respirator Rating 6
Slap Patch, Antidote Patch Rating 6 x5

== Karma Expenses ==

== Nuyen Expenses == [/spoiler]
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <04-20-14/1545:39>
While building Null, I had an idea for this guy, and I think I like him better. The idea is to create a character who can pull the pin on a gas grenade and just sort of walk around with it. Resisting poisons and toxins is Body + Willpower. So... stay with me here...

7 Body + 7 Willpower + 2 Dwarf + 6 Adept Powers + 1 Resistance PQ + 6 Gear = 29 dice to resist poisons and toxins. A really generous GM might allow the respirator to stack with the chemical protection of his sneaksuit, which would be awesome, but I'm not expecting that.

His standard role in the team is overwatch. He'll be outside the facility, sniping guards with narcoject and generally keeping an eye on things while the rest of the team goes in. If things go pear-shaped, he can come to the rescue with a ton of nausea gas. The gas masks are for his team mates; he'll hand them out at the start of a run just in case he has to play that particular ace in the hole.

"But Bewilderbeast, why don't you just take the natural immunity PQ for 10 Karma? Or better yet, just stick to nausea gas and gas masks?" Because that's too limiting. Poison are this guy's shitck, his thing. He's a little limited by availability 12, but once actual game play starts, he'll try his hardest to get his hands on some Neuro Stun gas grenades, and obviously the end goal is Seven-7. A guy walking around in a cloud of Seven-7 is just too scary and wonderful not to attempt.

His crowning moment of awesome will probably be pumping a ton of lethal chemicals into the facilities' gas vents, then walking in, grabbing the MacGuffin, and riding home to Mr. Johnson while his fellow runners quiver in horror.

While admittedly not great in a stand-up fight, he's a pretty darn good Sneak and the idea is that he will be applying vision penalties, nausea, and disorientation to his enemies as much as possible. They'll be suffering major dicepool penalties while Hazmat will be breathing easy in the fumes.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: gmoney999 on <04-20-14/1633:54>
I like him! 

Couple of thoughts.  Why the improved potential power? Your physical limit is already pretty high.  I don't think resisting toxins has a limit linked to it.  You could get some other crazy ability, like improved sneaking.  Would give you a great non combat role (with traceless walk or if you replace traceless walk with more sneak). 

Other point, what do you do when you have to fight drones?  Give up?  I would get some points in automatics.  Drones don't have a good dodge, so a few bursts from a assault rifle could be all you need, even if you don't have many points.

Thirdly, get some more drugs.  You pass most addiction tests like its nobody's business.  Cram, jazz, kamakaze, whatever.  Think this guy is good as is? Give him some drugs and he will really wreck face.  Would give you more interesting decisions to make.  Which drug to use this time, cram or kamakaze? Hmmmm...
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: gmoney999 on <04-20-14/1639:50>
Also I just thought of this. Consider a full point in adrenaline boost (4 ranks).  You pass that most of the time and it is 8 initiative! You could be one of the quickest characters ever if you use it with drugs! Roll body+willpower as much as possible.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Tenlaar on <04-20-14/1656:23>
First, I really like the idea and I'm interested to see it being developed and fully ironed out.  Now, that said...

My two main concerns would be with the delayed effect of the toxins kicking in, and the power rating of the better toxins.  Even with your 29 dice I would only count on about 8 hits, which means you would be "safe" using tear gas except for REALLY bad rolls, but even nausea gas with it's 9 power would have a decent chance of getting a hit or two on you I think.  You would need to somehow boost your resistance dice to over 40 to start "safely" using seven-7, probably 50+ for neuro-stun.  And that's not even counting the cumulative +1 power from being exposed to it through speed intervals, which is only 1 combat turn for most listed in the core book.

One thing that I think could be really important to this guy and is barely even mentioned in the core book is antidotes.  "If they’re to do any good, antidotes must be taken before a toxin’s effects kick in. An antidote taken afterwards will not diminish the damage caused by the toxin but may reduce the toxin’s other effects. Note that some toxins simply have no effective antidote, particularly neurotoxins."  No clue how they are really supposed to be handled from that, or even what effect using one has.  If you can work out with your GM the ability to use your chemistry skill to create your own antidotes that at least give you a further dice boost to resistance tests you could really be in business.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: gmoney999 on <04-20-14/1707:09>
Isn't there a spell that gives a boost to resisting toxins? Just trying to think how you could do it better.  Could he be a mystic adept? You wouldn't have to change priorities.  Could cast detox too.

At what point would it be worth it to install the bioware that helps resist toxins?

Just thinking outloud, I really like this guy.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <04-20-14/1709:47>
Thanks for the feedback. Improved Potential was intended to facilitate Sneaking, which is a big part of what this guy brings to the group. But I guess a Limit of 6 should be good enough for that. Especially with a chameleon suit. Hmm. Yeah, you're right. I should cut that.

Drones are... yeah. A glaring oversight on this guy. I will definitely have to address that. Skills are already bare-bones on this guy, and trust me, I tried hard to find something else I could dump at Priority E but just couldn't, so I'm not sure I can do Automatics.

One thought I had was removing the Exotic Weapon for the dart rifle and replacing it with longarms. I know, I know, the dart rifle is so dang cool. But longarms would give him greater flexibility and a shotgun really is ideal for the whole "reaver of death walking through a smog of poison" look.

It did occur to me after the fact that I could abuse drugs a lot more. Could I possible go without Improved Reflexes at all? Guy is primarily a sniper, and when he is close combat range, he'll be using gas grenades. Maybe multiple Initiative passes aren't terrible vital for him? Removing Improved Reflexes entirely would save him 8 Karma, 12,000 nuyen, and 1.5 PP. It would also effectively cost him 2 points of Reaction. Risky.

It would depend on if a GM would let combat drugs stack with Improved Reflexes. I think I remember reading somewhere that the consensus is no.

Delayed effect of toxins kicking in is admittedly a problem, but is meant to be counter-acted by being a good sneak. You lob a gas grenade in, the guards don't quite know where it comes from, and once the effects start taking place he emerges from the shadows and starts blasting away. You're right about the higher toxins; I will either have to find a way to boost his overclocked toxin resistance even further (toxin extractor bioware could potentially stack with magic, dwarfiness, and gear perhaps) or just plain risk it. Picking up Attribute Boost [Body] is a possiblity, since toxin resistance is technically a dicepool!

Worst comes to worst, I'll save up 20 Karma and buy the Natural Immunity PQ with Seven-7 as the toxin he's immune to. He probably won't be able to afford/find a deadly toxin like Seven-7 until late in his career, and it can be hand-waved as an obscure metamagic he learns given his... unique lifestyle.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <04-20-14/1721:39>
While access to the Prophylaxis and (possibly) Antidote spells would be very, very nice, I'd have to sacrifice 30 Karma for power points with a mystic adept. I kind of like his Karma distribution as it is (though I imagine I could cut some nuyen and the Catlike quality if I had to). Outdoors might seem like an odd choice but he has respectable dicepools in those skills with only 1 point in each, it adds another dimension to a character that cuts dangerously close to a one-trick pony, and just plain makes sense for a guy who uses an exterminator business as his cover.

Future changes:
-Removing the Improved Limit Physical
-Probably removing the dart rifle for longarms (I will cry a little bit about this, though)

Possible changes:
-Removing or toning down the Improved Reflexes in favor of combat drugs?

Also, anybody else think it's weird that Psyche is legal? Expensive, but apparently that stuff can be bought over-the-counter.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: gmoney999 on <04-20-14/1806:25>
Well something about your costs for outdoors is wrong.  You have it costing 10 karma, but you only have one skill point in it.  Should be five for the first rank.  Also do you really need to buy a car?  Why not just a bike?  I guess you do have a lot of gear.

No matter what the stacking rules for initiative are, consider some nitro for when you can't heal anymore. High pain tolerance 6.

If you could find the karma to make him a mystic adept, it would help make up for the fact that he doesn't have high skills.  Five spells would give some more options.  2 skill points, specializing in healing spells would be great.  later on get a spell casting focus for healing.  It would be hilarious to have a character with 5 spells all in the healing category.  Still really flavorful and fun. Barely feels like a mystic adept.

On psyche, it is pretty harmless (other than addiction) and is listed as a mild stimulant.  Sort of like a lot of plants that are chewed in various parts of the world.  Maybe like Qat (or Khat depending on where you are from)?  Qat is basically like a cross between one cup of coffee and one beer and never having more than a mild buzz like effect. Addiction is a huge problem in some countries.  Qat was legal for a long time in the UK and is still legal in many parts of the world (Kenya, Yemen, Ethiopia).
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <04-20-14/1910:08>
Well something about your costs for outdoors is wrong.  You have it costing 10 karma, but you only have one skill point in it.  Should be five for the first rank.  Also do you really need to buy a car?  Why not just a bike?  I guess you do have a lot of gear.
Could've sworn skill groups were 10 for the first rank! Okay, cool. Have some more karma.

I'm also going with the car because A) all shadowrunners riding motorcycles is just a silly image and I actively try to avoid it when I can, B) to haul his gear, yes and C) I picked the Honda Spirit and its bubble hood for a reason. He'll be travelling with a tear gas grenade in the passenger seat at all times. If a go-gang gives him trouble, or somebody tries to carjack him, he just pulls the pin and fills the cabin of the vehicle with poison.

Silly, perhaps, but nobody's gonna carjack that.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: MortimerBane on <04-20-14/2312:07>
Dude, this is totally Twitch from League of Legends!
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <04-21-14/0118:08>
Dude, this is totally Twitch from League of Legends!
Hmm. Crossbows would allow me to do both injection bolts and regular bolts (for drones)! I would lose significant range, though. Yeeeah probably going to do longarms in the end.

Twitch can be his Mentor spirit's avatar, though!
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: BlackJaw on <04-21-14/1137:55>
I like the idea a lot.  I have a similar idea I am messing with, but using ware instead of magic.  Used  Rating 5 Toxin Extractor and Tracheal Filter, Internal Airtank, Olfactory Booster for detecting chems, etc.  I've considered an internal grenade launcher for deploying gas grenades too.  The build is messy and unfinished becuase I'm also trying to make it the team decker and general tech, tactics, and demolitions expert.  I may need to rethink the concept based on your build here, as you've inspired me a bit.

However, this build of yours is not well rounded.  He'll have to default running and all social skills (like Con, Etiquette, Negotiation).  He can't even active dodge due to the lack of Gymnastics.  If you can scrape up 11 karma, take the Athletics group at 1 and the Con, Etiquette, and Negotiation skills at 1.  That will keep you from defaulting on these fairly common runner activities, like lying to a checkpoint officer, climbing a fence, not standing out in a club, buying illegal gear, or running away.
If you really wanted to build a character around chemicals, and you had more skills to do it, you should considered Palming (for applying slap patches secretly) and Unarmed Combat, for slapping them on in melee.

I would still consider taking natural immunity, twice.  Once for your preferred knock-out gas and once for your preferred lethal gas.  The immunity while standing in a cloud of toxic death/sleep is a core concept of your character and for 20 Karma you can be much more effective at it (for one dosing each in a 6 hour span).  I'd actually build the character concept around this, and add on more general toxin resistances after it.

Take a high Connection Rating Chemist Contact with your free contact karma.  She/He'll be your source for the illegal drugs, toxins, and other chems.  I'd recommend a 5c/2l contact. His/Her connection rating adds to his/her attempts to acquire chemicals for you.  This is important because the build currently lacks negotiate at all, so you won't be getting the stuff on your own.  You'll want an expert to get to controlled chemicals (or component chemicals if you mix your own) instead of trying to buy them yourself.

Run & Gun provides more chemical related gear you may want to look at.  At the very least, capsule rounds will let you deliver touch vector chemicals and toxins to targets with your sniper rifle.  Capsule rounds are cheap, easy to get, and one "single dose of chemical fills 5 rounds."  They do not include DMSO, nor do we have a separate price for that, so you have to load them with contact vector liquid toxins.  Pepper Punch would be the obvious choice, but it's speed 1 is an issue here compared to Narcojet in a dart working immediately.

Run & Gun also includes a lot of hazardous environment gear that might fit your character concept well.  Alternatively, it also has better adaptive camouflage options than the chameleon suit.  A Sleeping tiger looks like a business suit, could be loaded with chemical protection, and works much better as both armor and adaptive camouflage than a chameleon suit (the rules in Run & Gun are different.)  It's also a lot more expensive.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <04-21-14/1208:01>
However, this build of yours is not well rounded.  He'll have to default running and all social skills (like Con, Etiquette, Negotiation).  He can't even active dodge due to the lack of Gymnastics.  If you can scrape up 11 karma, take the Athletics group at 1 and the Con, Etiquette, and Negotiation skills at 1.  That will keep you from defaulting on these fairly common runner activities, like lying to a checkpoint officer, climbing a fence, not standing out in a club, buying illegal gear, or running away.
If you really wanted to build a character around chemicals, and you had more skills to do it, you should considered Palming (for applying slap patches secretly) and Unarmed Combat, for slapping them on in melee.
I appreciate the feedback. I seem really stuck at skills E, though. I can't think of any other priority that can go there. Attributes need to be high for this guy to be combat-effective at all. Dwarf is central to the concept, Magic is central to the concept, and while I'd like to put Resources at E the fact of the matter is chemicals are expensive and he needs a workshop, a vehicle, and other things I simply couldn't do with 26,000 nuyen. So Skills ends up being the red-headed step child.

I agree he's not well-rounded; Skills E sort of necessitates a one-trick pony. But, here's the thing... and this is common thinking I see a lot on these boards so maybe somebody can illuminate this for me... but a 1 rank in social skills isn't going to do anything for this guy. Like, at all. 4 dice for Con, Etiquette, and Negotion is really not all that different from 2 dice with defaulting.

"Not defaulting" does not equal "is decent at and can conceivably succeed in said task."

If he's stuck at a border checkpoint without a Face to help him out, he's kind of doomed. 1 point in a social skill isn't going to change that. He's just kind of thoroughly screwed in that aspect. So I've got to really invest in good Sneaking so he can avoid those situations entirely.

I would still consider taking natural immunity, twice.  Once for your preferred knock-out gas and once for your preferred lethal gas.  The immunity while standing in a cloud of toxic death/sleep is a core concept of your character and for 20 Karma you can be much more effective at it (for one dosing each in a 6 hour span).  I'd actually build the character concept around this, and add on more general toxin resistances after it.
I guess, but honestly if I was completely totally immune to my two go-to chemicals, I'd have very, very little incentive to beef up his poison resistance in general. Toxins are uncommon, and I'm not expecting/worried about the GM using them against me. This is strictly so he can expose himself to dangerous chemicals and walk away with no or very little damage (some damage is okay and acceptable; akin to a mage taking Drain, in my mind).

I could just take natural immunity twice, but if I did that then there'd be very little reason for this guy to actually be an adept. And then the whole concept falls apart, story and flavor-wise.

Also, I tend to play play-by-post, and have never really had a game last longer than a run or two. Spending 20 karma on PQs for availability 14-20 gear he will likely never see is just not a wise decision for the sort of games I play. I'd be paying for something I'd very likely never get the chance to use.

Take a high Connection Rating Chemist Contact with your free contact karma.
Ho, yeah, don't worry, that's the plan!

Run & Gun provides more chemical related gear you may want to look at.  At the very least, capsule rounds will let you deliver touch vector chemicals and toxins to targets with your sniper rifle.  Capsule rounds are cheap, easy to get, and one "single dose of chemical fills 5 rounds."  They do not include DMSO, nor do we have a separate price for that, so you have to load them with contact vector liquid toxins.  Pepper Punch would be the obvious choice, but it's speed 1 is an issue here compared to Narcojet in a dart working immediately.
I have not had the opportunity to pick up Run & Gun, but capsule rounds sound perfect and pretty much nixes the dart rifle, as far as I'm concerned. If I can shoot chemicals with a sniper rifle, well, that's really all I want out of life.

Also, I just thought of something: Antidote Patches. That's another 6 dice right right, bringing his total up to 35 dice to resist toxins if fully prepared. I'm also sloooowly coming around to the idea of maybe making him a mystic adept. Going to have to crunch the numbers later tonight to see if I can eek out that 30 Karma for power points.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: BlackJaw on <04-21-14/1438:28>
I agree he's not well-rounded; Skills E sort of necessitates a one-trick pony. But, here's the thing... and this is common thinking I see a lot on these boards so maybe somebody can illuminate this for me... but a 1 rank in social skills isn't going to do anything for this guy. Like, at all. 4 dice for Con, Etiquette, and Negotion is really not all that different from 2 dice with defaulting.

"Not defaulting" does not equal "is decent at and can conceivably succeed in said task."

If he's stuck at a border checkpoint without a Face to help him out, he's kind of doomed. 1 point in a social skill isn't going to change that. He's just kind of thoroughly screwed in that aspect. So I've got to really invest in good Sneaking so he can avoid those situations entirely.

The difference between 2 dice and 4 dice is substantial when it comes to weather or not you get a critical glitch, and 4 dice is enough dice to buy a single hit instead of rolling.  If this character throws edge to try and do better, with edge 3, it's the difference between throwing 5 dice and 7 dice.

None of that may matter to you, especially if you character is intended for only a run or two, but it's something I tend to focus on, but I tend to play a character more than once or twice, so these things come up more often.

Quote
I have not had the opportunity to pick up Run & Gun, but capsule rounds sound perfect and pretty much nixes the dart rifle, as far as I'm concerned. If I can shoot chemicals with a sniper rifle, well, that's really all I want out of life.
There is a major downside here.  Capsule rounds always use light pistol ranges regardless of what firearm they are being shot from.  Using a Sniper rifle means your still getting some decent base damage and AP out of the mix, and and that if you swap in real bullets you can snip things long range, but you won't get the range benefits out of a rifle with capsule rounds.  I hadn't notice that drawback when I recommended it  before.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: gmoney999 on <04-22-14/1730:18>
Another idea!  Attribute boost body!  Another couple of pretty reliable dice for .25 power points. 
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: daGob on <05-02-14/0230:04>
This may seem weird and I know you probably want to preserve Essence but have you considered taking an internal air tank?  Would probably help you achieve that goal of walking around with a grande unpinned - if you have your own air already in you then there's no need to even make a resistance test in the first place.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <05-02-14/0339:30>
This may seem weird and I know you probably want to preserve Essence but have you considered taking an internal air tank?  Would probably help you achieve that goal of walking around with a grande unpinned - if you have your own air already in you then there's no need to even make a resistance test in the first place.
Sadly, it wouldn't. An internal air tank would only prevent against nauseau gas... all other "inhalation" toxins also have the "contact" vector. It's one of the weird quirks of the SR5 toxins rules. I'm not complaining though; this is a guy practically built around weird quirks in toxin rules.

Even if an internal air tank was relevant, a gas mask is infinitely cheaper and more cost effective. It does more or less the same thing without requiring surgery. Unless you're building a deep-sea diver type character (and have a GM willing to build a campaign around said deep-sea diver character...) internal air tanks are kind of a waste. The toxin extractor bioware remains an interesting choice for this character, though, and something I'm currently considering.

I'm still working on this guy, but haven't had time to update the sheet. Hopefully some time this month. I appreciate all the feedback so far.

One major concern I have with this guy is action economy. I intend to keep Attribute Boost Agility and hopefully pick up Attribute Boost Body. That's two simple actions right there, an entire initiative pass. People have suggested things like going Mystic Adept and picking up spells, but I just don't see it. Right now, combat for this guy is pretty simple. 90% of the time he'll just be sniping from a distance. On those occassions when he actually has cause to use his main shtick, it'll look something like this:

1st IP: Lob a gas grenade from his hiding place.
2nd IP: Activate his attribute boosts while waiting for the gas to take effect.
3rd IP: Charge into the gas cloud and bring the pain

I'm already adding Antidote Patches, but adding spells (Complex actions and probably sustaining penalties) and it start becoming unwieldy. It's cool and all to be able to loiter around in a cloud of poison, but it's equally important that he can actually employ this tactic. And I feel like I'm already pushing it with an entire IP devoted to attribute boosts.
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Flip on <05-02-14/0744:05>
One thing you can do which is really fun, is get K-10 and change its vector into a gas, and then put it into a grenade... Then throw it into a group of anything.

Raging death madness party!
Title: Re: Hazmat, Walking Dwarven Gas Chamber
Post by: Bewilderbeast on <05-07-16/1312:15>
*Performs a vile necromantic ritual*

I still hope to play this guy someday, and when I picked up Chrome Flesh and saw the nephritic screen for the low, low cost of 0.05 Essence I knew I'd have to have him dip his toe in the 'ware pool. If the GM would allow it, I'd swap the Black Market Pipeline quality for Prototype Transhuman, but PT tends to make GMs groan, especially on adepts that take exactly a point of 'ware, so I figured I'd leave it alone for now. Even with a point of power points down the tubes and one less point in Natural Immunity, he still comes out way ahead in his toxin dicepools.

7 Body + 7 Willpower + 1 PQ + 2 Dwarf + 5 Natural Immunity + 6 Gear + 6 Nephritic Screen + 3 Toxin Extractor + 1 Thickened Digestive Lining = 38 dice to resist any toxin.

Add an antidote patch for 44 dice. Add Attribute Boost (Body) for (likely) another 2 dice, and we're at 46.

Gear is still being finalized, but I'm down to about 3,000 nuyen. Skills and gear are very, very light to start with in this version. Jack of All Trades will help mitigate this somewhat; he's going to b-line for Con and Etiquette to 4 ASAP. Initiations will have to come later.

== Info ==
Street Name: Hazmat
Name: Unnamed Character
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 3
Public Awareness: 0
Dwarf
Composure: 10
Judge Intentions: 8
Lift/Carry: 10 (45 kg/30 kg)
Memory: 10
Nuyen: 3775

== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: E - 18 Skills/0 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 7
AGI: 5
REA: 4 (5)
STR: 3
CHA: 3
INT: 5
LOG: 3
WIL: 7
EDG: 2
MAG: 5

== Derived Attributes ==
Essence:                   5.0
Initiative:                9 (10) + 2d6
Rigger Initiative:         10 + 2d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      10 + 2d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         12

== Limits ==
Physical:                  6
Mental:                    6
Social:                    6
Astral:                    6

== Active Skills ==
Gymnastics                 : 1                      Pool: 6
Longarms                   : 6                      Pool: 11
Navigation                 : 1                      Pool: 6
Perception                 : 6                      Pool: 11
Running                    : 1                      Pool: 4
Sneaking                   : 6                      Pool: 13
Survival                   : 1                      Pool: 8
Swimming                   : 1                      Pool: 4
Throwing Weapons           : 4                      Pool: 9
Tracking                   : 1                      Pool: 6




== Knowledge Skills ==

== Contacts ==
Dr. Fischer; Corporate Scientist (2, 3)
Gang Fixer; Fixer (4, 1)

== Qualities ==
Adept
Bad Rep
Black Market Pipeline (Chemicals, Dr. Fischer)
In Debt II
Jack of All Trades Master of None
Mentor Spirit (Rat)
Records on File (Aztechnology)
Resistance to Pathogens/Toxins
Resistance to Toxins
Sensory Overload Syndrome
Thermographic Vision

== Powers ==
Adrenaline Boost Rating: 2
Attribute Boost (BOD) Rating: 2
Combat Sense Rating: 1
Enhanced Accuracy (skill) (Longarms)
Improved Reflexes 1 (REA)
Natural Immunity Rating: 5
Traceless Walk

== Lifestyles ==
Polluted Ruins  1 months

== Cyberware/Bioware ==
Nephritic screen Rating 6
Thickened Digestive Tract Lining
Toxin Extractor Rating 3

== Armor ==
Chameleon Suit                      9
   +Chemical Protection 6
   +Nonconductivity 1
   +Thermal Damping 2

== Weapons ==
Defiance T-250
   +Laser Sight
   Pool: 11   Accuracy: 6   DV: 10P   AP: -1   RC: 2
Grenade: Gas
   Pool: 9   Accuracy: 6   DV: Chemical (10m Radius)   AP: -   RC: 2
Unarmed Attack
   Pool: 4   Accuracy: 6   DV: 3S   AP: -   RC: 2

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
CS/Tear Gas x10
Fake SIN (Eric Werner) Rating 3
   +Fake License (Adept License) Rating 4
Grenade: Gas x20
Pepper Punch x10
Qi Focus (Bonded Foci) (Improved Reflexes 1) Rating 4
Respirator Rating 6
Slap Patch, Antidote Patch Rating 6 x5