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[SR5] Troll Medic

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thinklibertarian

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« on: <09-24-13/2259:01> »
Concept: While he was growing up, he dreamed of being a daring DocWagon hot zone medic, like those on trid. He trained, practiced, and was eventually chosen to become an emergency response medic for DocWagon. He was just your average troll Mage on the verge of a promising career. Three months in, on his 22nd birthday, he was on a routine op, an emergency pickup of a hiker who fell and broke his leg. After they had loaded the patient in the chopper, a bee, hidden in the camper's gear, crawled out and stung him on the back of his neck. He went into severe anaphylactic shock, and his convulsions nearly caused the transport to crash. He broke his partner's collarbone, and further injured the patient. He awoke in the hospital a day later. He had been fired because he had failed to disclose his allergy on his application, and because the patient they picked up was a powerful and vindictive man who took pleasure destroying his career.

Forced out of his dream career, he quickly found that his talents had a ready market on shadowruns. After all, why wait for DocWagon when he can come with you?

Priorities
A - Troll(5)
B - Attributes (20)
C - Magician: Magic 3, 5 Spells (He is a hermetic Mage because Logic helps his medical skills.)
D - Resources 50,000¥
E - Skills: 18/0

Attributes
Bod 7, Agi 3, Rea 3, Str 7, Wil 5, Log 5, Int 3, Cha 3
Magic 6, Edge 3, Essence 6

Skills
7: Spellcasting (Health) 6 / 8
3: First Aid 3
3: Medicine 3
3: Automatics 3
2: Heavy Weapons (Grenade Launchers) 1 (3)
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18

Karma
2: Astral Combat 1
6: Perception 2
2: Arcana 1
6: Assensing 2
2: Unarmed Combat 1
2: Gunnery 1
2: Running 1
2: Swimming 1
15: 3 Extra Spells
3: Quick Healer
8: Resistance to Toxins and Pathogens 1
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50

-20: Severe Allergy to Bees
-5: Incompetent (Conjuring)
-25: from Character Creation
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-50

Spells
Antidote, Cure Disease, Detox, Heal, Increase Reflexes, Stabilize, Stunbolt, Stunball

Gear
The usual, including the ubiquitous Ares Alpha.  The difference is that his is loaded with Gel Rounds and Flashbangs instead of the usual APDS and HE.

Notes
If any character cries out for a Bear mentor spirit it is this guy, but I could not decide where to pull the 5 karma from. I was leaning toward dropping a spell, but which one?

Originally I was going to give him a CoH: Won't Kill Metahumans. But I liked the idea of a big, tough troll afraid of bees.

I also need a suitable street name for him. Suggestions?

JackVII

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« Reply #1 on: <09-24-13/2311:02> »
1) Drop Stunball. You have Flashbangs for AoE stun damage.

2) Uh... Slap Patch? Lifeline? CoCo BeeWare?

Not asked, but based on responses below:.
- I'd get rid of Medicine and invest the points in First Aid. With a good First Aid, Logic, and DR6 Medkit, you can heal a lot of damage before you even apply a Heal spell. Plus First Aid can heal Stun, which is very helpful.
- Depending on whether Automatics applies to firing the grenade launcher on an Ares Alpha, Heavy Weapons can probably go if it does.
- I wouldn't put points into Astral Combat. It will probably just get you into trouble if you try to fight in the Astral without really focusing on it.
- If they're for flavor, Unarmed Combat and Gunnery can probably stay, just realize that you're not going to be doing much with them.
- I built a former CrashCart Medic in SR5 a few weeks ago, two skills I liked (but that you're probably not going to be able to get at worthwhile levels) were Unarmed Combat (Subduing) and Leadership (Command). I thought they went along well with an EMT HRT background.
- Agreeing with All4BigGuns, Stabilize can probably go. The wireless bonus of the Trauma Patch auto stabilizes and the other method of stabilizing is through First Aid. Yours should be high enough to hit any normal threshold.
- I'm actually a fan of Resist Pain. Yes, it sucks if someone gets hit again, but it isn't bad if you need to apply it to your nearly dead wheelman to get the Hell out of Dodge without any wound penalties mucking it up. Also seems flavorful for a medic to have.
« Last Edit: <09-25-13/0050:39> by JackVII »
|DTG|Place|Address in Brackets
"Dialogue"
PC/NPC Names
>>Matrix/Comm
"Astral"
<<Text/Email>>
Thoughts/Subvocal

Silence

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« Reply #2 on: <09-24-13/2326:06> »
BFM?
"When the pin is pulled, Mr. Grenade is no longer your friend" - every instructor out there

"Maybe in your case, but he's a great buddy I'm leaving behind." - Siouxsie

Crunch

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« Reply #3 on: <09-24-13/2356:28> »
Drop Stun Ball I think for the mentor Spirit Karma.

Fluff wise I think I would drop heavy weapons and the specialty for First Aid and Medicine at 4.

Incompetent Conjuring seems like a really horrific negative quality for 5 points.

All4BigGuns

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« Reply #4 on: <09-25-13/0018:06> »
Drop the Heavy Weapons, Unarmed Combat, Swimming, Gunnery, Quick Healer, Resistance to Pathogens and Toxins and Stabilize.
(SR5) Homebrew Archetypes

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

thinklibertarian

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« Reply #5 on: <09-25-13/1511:48> »
Have people been playing that you use Automatics to shoot the Ares Alpha GL? I always use HW. It's still a GL even if mounted under a rifle barrel.

I will drop Astral Combat. What should replace it?

I agree with dropping Stunball for the Mentor Spirit.

I will shift the points from Medicine to First Aid. He is a paramedic, not a long term care specialist.

I think Resist Pain will be useful on shadowruns more than Stabilize, so I will switch that. But I can see him learning it later, along with the rest of the health spells.

Gunnery is a fluff choice. As a junior HRT member, he would be a door gunner on the transport.

Drop the Heavy Weapons, Unarmed Combat, Swimming, Gunnery, Quick Healer, Resistance to Pathogens and Toxins and Stabilize.

A medic without Quick Healer? Perish the thought. The Resistance is a fluff thing. Medical personnel always seem to be tougher than normal folk when it comes to getting sick, at least on TV.

No Swimming? Have you not seen those daring coast guard rescues from a helicopter?

BFM?

What is that?

Incompetent Conjuring seems like a really horrific negative quality for 5 points.

That's the reaction I was looking for. I think some incompetences are worse than others for game play purposes and should be worth more, but They neglected to ask me. :)
« Last Edit: <09-25-13/1515:36> by thinklibertarian »

Michael Chandra

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« Reply #6 on: <09-25-13/1516:53> »
Quick Healer is phrased weirdly, but it'd surprise me if it actually gave you bonus dice on treating others. As such, it extremely likely is not really useful for a Medic, except for self-treating.
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thinklibertarian

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« Reply #7 on: <09-25-13/1525:45> »
I suspect you may be right, hopefully the errata will straighten that out.