Shadowrun using DnD5 recruiting [OOC]
And now it is time for the Adventures of Fluffy and Diggs!
I have no idea if this character is even viable. Seems cool to me, or at least, what he could be given enough time and money.
Diggs was drafted into the military of some corporation or another, he can't really remember which, when he was a kid. Or maybe it was after he became a man. Or maybe...well, whatever. At some point, he was in someone's military, helping kill someone else's military. Maybe he was part of more than one? Like, switched around or something. Whatever. He doesn't remember. Though he does get this feeling of hatred and betrayal when he thinks far enough back. Not sure where that comes from, but whatever. He just knows he killed people.
Which is cool, because he didn't really like people to begin with. Humans and elves were too ugly, Orks were too tall, and Trolls...well, they're alright. At least they can drink. Always fun killing them, though. Point is, Diggs always liked machines more than people. They were loyal. Like having a pet that was smart enough to have a conversation.
It was about 12 years ago...or it could have been last week, his memory isn't all that great...sometime in the recent past, Diggs was working for his boss, whoever that was, killing someone who needed killing, whoever that was. Somehow, probably because of an ugly elf, he got himself blown halfway to hell. Since he'd been one of those "get caught and we'll forget about you" folks, Diggs wasn't able to get prosthetics to fix his legs, right arm and right eye. So he did what any self respecting Drone Master would do. He hacked a drone belonging to his old boss and had it steal a good bit of cybernetic tech. Then he spent a good amount of time (so he guesses it couldn't have been a week ago, then) fixing himself, using the drones as extra hands. Took forever. The drone he hacked didn't have any hands. Stupid companies.
When he was done, he was almost a drone himself. Fully cybernetic arm, legs and eye, and he even put mounts for future drones on his hand and eye socket. Just in case.
Well, he's decided he's not done. He's got this other eye, see, that doesn't do anything special, it just sits there and sees things. And these ears that are so inefficient. His skeleton everywhere but his cybernetic parts breaks just too damn easily, and while he's got this cool implant in his head that lets him control machines with his mind, there's just so much more he could be doing.
The only thing he needs is money. Screw being alive. Diggs wants to be a machine. Just like Fluffy.
Oh, and he also has plans to make Fluffy look like an actual Doberman. He thinks that'd be really cool, to have a robot dog following him around. He'd make him bark and sit and attack people's jugulars. Heh heh. It'll be glorious.
So here is Diggs, followed by Fluffy. Let me know what you think, and what I did wrong.
Name: Diggs
Race: Dwarf
Background: Military
Class: Tech (Drone Master)
HP: 47 (32 +15 from Cybernetics)
AC: 12
Str: 13
Dex: 10
Con: 12 (+2 = 14)
Int: 14
Wis: 11 (+2 = 13)
Cha: 15 (-1 = 14)
DWARF SPECIAL TRAITS
Ability Score Modifier: Constitution +2, Wisdom +2, Charisma -1
Medium Sized and Speed: base 20 feet a round. Note that a dwarf’s base speed is not reduces by heavy encumbrance (up to your Strength score x10, see Skills below).
Dark Vision: dwarfs can see up to 60ft in the dark per the PHB pg. 183.
Hardy: dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take their Second Wind and with any Hit Dice recovery rolls after a Short or Long Rest. They gain +2 to their Wound Damage Threshold and an additional +1 to recovering from the Reeling condition.
Resistance: dwarfs have advantage on saving throws vs. toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.
Military: You have experience as a guerrilla, militiaman, reservist, regular soldier, special operator or mercenary soldier types (there are corporate sponsored Desert Wars each year after all). The military can encompass a lot of skill sets from poor-trained and equipped ground pounder, to rigger jet pilot flying a million dollar jet.
TECH
Hit Dice: 3d8
PROFICIENCIES
Armor: Light, Heavy
Weapons: Heavy Firearms, Light Firearms, Simple weapons
Tools: Tools (Repair), Vehicle (Drone), Vehicle (Rotor)
Saving Throw: Intelligence and Wisdom
Skills: Choose four from among Computer Use, Medicine, Perception, Technology, Athletics, Intimidate
Feats:
Point Blank Shot. You gain +1 to attack rolls and damage rolls with ranged weapons against opponents within the weapons base range.
Surgical Expertise, Prerequisite: Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a normal roll (not at a Disadvantage) in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
Cybernetic Surgery, Prerequisite: Proficiency with Wisdom (Medicine), Surgery Expertise. You can install cybernetic prosthesis into living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC 15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a surgery is used to remove it.
Cyberware (Strain limit 14, used: 14):
Datajack (1 strain, provided free from Tech Class)
Vehicle Rigor Control (6 Strain, gained from Cybernetics Talent)
Cybernetic Leg Replacement (both) (4 Strain, gained from Cybernetics Talent)
- Cyber-Leg Enhancements: +10 movement speed, +5 to base leaping, Boosted Kick)
Cybernetic Right Arm Replacement (2 Strain, gained from Cybernetics Talent)
- Cyber-Arm Enhancement: Increase all Melee attack damage by +2
- Hand Drone Mount
Cybernetic Right Eye Replacement (1 Strain, bought with starting money, 600)
- Ocular Drone Mount
Combat:
Ares Predator Pistol with Concealed Holster (100 rounds, 2 extra magazines) - +3/2d8+3, 50/250
Cybernetic Kick – +3/1d8+1
Solid Core Staff (with cyberarm) - +3/1d8+3
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* Lined Coat
* Ares Predator pistol with Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazines (or speed loaders)
* Solid Core Staff
* Shock Gloves
* One Repair Kit
* Drone
* One boosted comlink (broadcast 3, firewall 15, Int 14, Wis 10) and a Datajack Implant (Strain 1)
* An extra 50¥
* Old military BDUs
* two sets of middle-class clothing
DRONE MASTER TALENT TREE
Prerequisite: Vehicle (Drones), Vehicle Rigger Control cybernetic implant.
Drone Rigger (Core Ability): You are a specialized drone rigger. Any drones that you control with either AR or with full emersion, perform their actions on your initiative and you add your proficiency bonus to all controlled drones’ Armor Class, attack bonus to hit and any damage rolls as well as well as to its saving throws, ability and skill checks. You can order them move as a no action on your part. As a bonus action you can order one drone to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can direct all of the drones to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can order one drone to take all of its actions. These actions are distracting though and you are at Disadvantage for all of your personal attacks and checks (not saving throws). If you use the full emersion ability with your VRC to control one drone you gain a +2 insight bonus to your attack bonus as well as the saving throws and ability checks with the drone. At 11th level if you have multi-attacks in a round (via Double or Triple Attack feats) all drones under your control can also make multiple attacks. If you are incapacitated or reduced to 0 hit points or if a drone is outside its communications range its action must be on ‘autopilot’ or it does not act at all. If this class is chosen at character creation, the Drone Rigger gains either a Combat, Recon or Stealth Drone for free. The Combat Drone can have two light firearms or one medium installed while the Recon and Stealth have one light firearm installed for free (after character creation must purchase drones and weapons separately).
Drone Hacking: Through you VRC you may attempt to hack an enemy drone or syder system. As an action make an Intelligence (Computer Use) skill vs. the drones Firewall. If you succeed you impose the charmed condition onto an autopilot systems. However if another operator is controlling the drone (or you have Best Friends talent) it gains an Intelligence save DC 8 + your proficiency bonus + your Intelligence modifier. If the drone fails you knock the operator out of the system (see Dumpshock, if it is under direct control) and the drone gains the charmed condition. You can order this drone or system as if you owned it but you must maintain concentration each round with at least a bonus action. Any round you stop concentrating on the drone it loses the charmed conditions with you.
Cybernetics: With it you gain up to 6 Stain points of Cyberware.
Cybernetics: With it you gain up to 6 Stain points of Cyberware.
Possible Bonus Class Feats: Action Surge, Armor Proficiency (Heavy, Medium), Bullet Storm, Brutal Critical, Careful Shot, Charging Fire, Concentration Fire, Contacts, Covering Fire, Cybernetic Surgery, Deadly Aim, Defensive Duelist, Determined, Disarming Strike, Do Science on it!, Double Attack, Duel Weapon, Extra Second Wind, Far Shot, Feinting Attack, First Aid, Frigging love Science, Gimmick, Improved Critical, Improved Determinedness, Linguist, Lunging Attack, Maneuvering Attack, Martial Arts, Medic, Menacing Attack, Melee Defense, Mobility, Outwit and Outsmart, Pack Tactics, Parry, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Surgical Expertise, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency and Widget Bag.
[sblock=Cybernetics Description]
Datajack (1 level): a simple brain implant that allows the subject to use either a fiber-optic cable to directly interface with any type of electronic device or computer or wirelessly if using a comlink with a wireless interface modifier. Cost 500¥, Strain 1. (Free for Drone Expert)
Vehicle Rigger Control (VRC) (1 level): Requires a Datajack implant. A complex neural pathway implant that allows the subject to control vehicles, drones and internal systems with its mental commands. This is done via a comlink and either AR interaction or with a datajack and comlink with a wireless interface modifier. The vehicle or system must have a Rigger upgrade (all drones automatically include this). The ‘rigger’ can control up to its Intelligence modifier in systems at a time and gains an additional action on each of its turns. This action can only be used with a system under its control and it must be used only to take the Attack, Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics but see Tech talents for the basic class exceptions (for Drone Riggers and Riggers). Cost 20,000¥, Strain 6.
Cybernetic Eye Replacements (1 level+): the subjects’ eyes have been replaced with cybernetic ones. This Cost 600¥ each but only 1 Strain total, but can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. All metahumans who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they take the cybernetic version.
* Ocular Drone Mount (level 1): this eye mount requires that the subject have at least one cybernetic eye replacements. It allows the subject to store an ocular drone within the eye socket. Others have disadvantage at detecting the drone when mounted, but the subject is blind in one eye when the drone is in use (Disadvantage on ranged attack rolls and perception checks past 10ft). Cost 1,000¥, Strain 0 (already paid for with the replacement cybernetic eye). See Drones for stats.
* Flare Compensation (1 level): +400¥, Strain 1. Advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users.
* Dark Vision (1 level): +750¥, Strain 1. Darkvision out to 60 feet.
Cybernetic Right Arm: Grants +5 to max health
Cyber-Arm Enhancements (1 level): require that at least on arm has is a cybernetic replacement. Increase all melee attack damage by +2. Cost 5,000¥, 0 Stain (included in the cybernetic arm)
Drone Hand Mount (1 level): this implant requires that the subject have at least one cybernetic hand replacement. When not in use it acts as a normal cybernetic hand and any attempt to detect the drone is at disadvantage. When deployed the subject cannot use that hand for any other activity. 1,000¥, no Strain (already paid for with the replacement hand). See Drones for stats.
Cybernetic Legs: Grants +10 to max health
Cyber-Leg Enhancements (7 levels): these implants require both legs are cybernetic replacements. Note that the legs can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times), +5ft to base Leaping distance (can be taken 3 times), Boosted kick (change unarmed damage to 1d8/1d10 for a large sized creature, bludgeoning damage). Cost 1,000¥ and Strain 1 per level. [/sblock]
Drones:
[sblock=Fluffy]
GM-Nissan Doberman³. This is a four-wheeled solidly built combat drone platform for light security patrol work.
Cost: 24,000¥
Weight 190.5lbs.
Attributes:
Strength 16
Dexterity 14
Constitution n/a
Intelligence 18
Wisdom 14
Charisma 6
Proficiency Bonus: +2
Save: Strength +5, Intelligence +3
Threshold: 18
Speed: 35ft (70 MPH)
AC 17 (dex +2, +2 Tech’s Prof)
SZ: Medium
HD: 5
HP: 50
Hardness: 7 (+4 vs. ballistic damage)
Proficiencies: Computer Use +5, Perception +6
Weapon Attack: +7 melee, +6 ranged
Special Qualities:
Wheeled propulsion
Construct
Battery 10hrs on 3hr recharge
Unarmed 1d6 bludgeoning
Armor upgrade 2 (20 lbs)
AI boost (Wisdom) 2
Attribute Boost (Strength) 2, Dexterity (2)
Combat Tracking Software (+2 ranged damage)
Hardening 1 (bullet proofing 1) (20lbs)
Reinforced Chassis 2 (20lbs)
Sensors (Darkvision 60ft, Low-Light Vision) (½lb)
Speed 2
Weapon Mounts (4 heavy firearms and 1 heavy weapon) (16lbs)
Weapon Proficiencies (Heavy weapons, Light and Heavy firearms).
Current weapons mounted: Mossberg AM-CMDT: an autofire combat shotgun (Restricted). Cost: 1,000¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 14 lbs; Properties: Autofire, burst, DT, heavy, knockdown, loud, reload (20m), shotgun.
[/sblock]