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Hazmat, Walking Dwarven Gas Chamber

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gmoney999

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« Reply #15 on: <04-22-14/1730:18> »
Another idea!  Attribute boost body!  Another couple of pretty reliable dice for .25 power points. 

daGob

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« Reply #16 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.

Bewilderbeast

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« Reply #17 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.
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Flip

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« Reply #18 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!

Bewilderbeast

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« Reply #19 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
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