MAXTAC/Trauma Team Character Rules & Standards

MAXTAC and Trauma Team are unique types of characters in that they are uniform, and have a limited style of RP. We'll cover each of them respectively, starting with MAXTAC because of their heavier limits.

MAXTAC

Requirements

There are only two ways to have a MAXTAC character:

  • Your Normal Character progresses to the point of heavy cybernetic augmentation, goes cyberpsycho, is contained by MAXTAC, and then is chosen (OOC, by staff) to become MAXTAC. This is seen as an alternative to death.
  • You use a Chrome Character slot.

Standards

  • MAXTAC are cyberpsychos that have been practically lobotomized back into being "calm." This is because they are constantly undergoing intense, weekly (or more) psychotherapy involving a rare, experimental procedure. As such, MAXTAC characters should be portrayed as borderline inhuman, robotic, strung out, or creepy.
  • As MAXTAC, you are not a free person anymore. You have been chained to life to MAXTAC, as punishment for a cyberpsychotic episode and the crimes committed. You now serve MAXTAC, for the "good" of all. MAXTAC members, if not on the job, are in training, psychotherapy, or resting. They get minimal free time a day. At most, if on a spree of good work and behavior, they may get a few hours of town pass per week, where they can go out on the streets (in safer districts), if it doesn't seem to cause a decline in their mental state. During this time, they are constantly tracked.
  • MAXTAC all have built in inhibitors. If they suddenly snap and go rogue, or have a freakout, internal cybernetics implanted by MAXTAC will shut their motor functions down, effectively paralyzing them.
  • MAXTAC can retire, but it is extremely rare. It involves years of service equivalent to their crimes, showing that they are mentally stable, and then finally, giving up their cybernetics entirely once cleared. Obviously, most do not make it. They either have too long a sentence, are never deemed mentally stable, or die in the field. Unfortunately, this is all decided by MAXTAC. The system is not in your favor.

All MAXTAC abide by a uniform policy, based on their role. This role is determined by what kind of performance and body they showed before MAXTAC servitude. Their subsequent loadouts are what you should follow, though you can add some variations in the cybernetics.

All MAXTAC

  • Metalgear Armor
  • Radios (if they don't have implants for them)
  • Kerenzikovs

Assault MAXTAC

Requirements: Average build people with tactical-based cybernetics (amplified hearing, anti-dazzle, radios, radar detectors, etc).
Combat Role: Frontal assault, tactical manuevers, utility-based vectors.
Weapons: Ajax (Assault Rifle) w/ Armor Piercing, EMP Grenades

Mantis MAXTAC

Requirements: Light to Average build people with speed-based cybernetics (sandevistans, mantis blades, kerenzikovs, etc).
Combat Role: Close quarters specialists, direct pursuit, ambushing.
Weapons: Mantis Blades, Omaha (Heavy Pistol w/ Tech Rebuild)

Heavy MAXTAC

Requirements: Heavy build people with defense-based cybernetics (pain editor, subdermal armor, berserk implant, etc).
Combat Role: Suppressing fire, gaining site control, slowly cornering targets.
Weapons: Defender (Machine Gun) w/ Armor Piercing, EMP Grenades

Netrunner MAXTAC

Requirements: Light to Medium build people with netrunner-based cybernetics (Ex-Disks, Cyberdeck Ports)
Combat Role: Recon, Anti-Netrunner, Cybernetic Sabotage
Weapons: Excellent Quality Cyberdeck, Smart SMG, EMP Grenades

Sniper MAXTAC

Requirements: Light to Medium build people with marksman-based cybernetics (targeting scope, IR, D-TEK Targeting Network, etc.)
Combat Role: Long Range Engagement & Surveillance/Recon
Weapons: Tsunami Ashura (Sniper Rifle w/ Smart Rebuild)

Trauma Team

Requirements

None. You may make a normal Trauma Team character at any time. What matters is their loadout.

Standards

  • Trauma Team members receive Trauma Team Silver as part of their benefits. However, this subscription only activates when off duty, as TTI members on-duty are under a dispatch-based reinforcement method.
  • Trauma Team member may work various schedules depending on what the company needs, but almost always, they are working long, 48-72 hour shifts where they will sleep in barracks, before having a day or two off. These times may fluctuate, and often do.
  • Trauma Team utilizes cryopumps to quickly stabilize a target, zipping them in a bag of cryogenic fluid to immediately do so, and then carry them out. They do not engage threats unless they or the target are engaged, and will go to any lengths to get to their patient. Their goal is to get the patient to the hospital for actual treatment.
  • Trauma Team must save the highest-tier subscribers first. Not doing so will result in a heavy reprimand, if not termination.
  • If you wish to do MedRP, you may forgo Cryopumps and do MedRP with medical tools of your choice.
  • Trauma Team's required cybernetics are only Neuroports. Anything else is optional (though cybernetics that aid in one's job mean faster promotions).
  • Trauma Team suits are pressurized and sealed against their environment. They carry an oxygen supply as well as having light fire-retardent properties.
  • Trauma Team helmets provide live tracking to zero in on biomonitor pings, head-mounted flashlights, and built in radios.
  • Medical Assistants have received basic medical training. They are the Medtech role, and are trained in combat, first aid, and paramedic work.
    • These are basic certifications, not a degree in anything. They receive a Middle Class [Lower Bracket] income and usually live in Studio Apartments.
    • Many people sign contracts, locking themselves to TTI at the benefit of receiving this official training, though selling their soul for quite a few years- should they pass the certification schooling.
  • Lead EMT have received advanced medical training. They are the Medtech role, and are trained in combat, first aid, paramedic work, basic surgery, and medical tech (fixing medical equipment).
    • They receive a Middle Class [Lower Bracket] income (though will quickly promote to [Higher Bracket] after a couple years) and usually live in Two-Bedroom Apartments.
    • Proficiently experienced Medtechs may sign up for TTI, but TTI also offers an extended contract for Lead EMTs, where by signing away nearly 10 years of their life, they may receive a full college education to receive their doctorate.
  • Pilots/Copilots have received AV training. They are usually the Techie role, and are trained in combat, AV piloting, first aid, and AV maintenance.
    • The main pilot is often a fully licensed AV pilot, while the Copilot is in training, or simply less experienced. Copilots receive a Middle Class [Lower Bracket] income whereas Pilots obtain a higher bracket later on and usually live in a Studio Apartment. Not all AVs have both the pilot and copilot, even if TTI says they do.
  • Security Officers are usually hired right off the street and are already expected to have combat training, since combat-capable individuals are common in Night City.
    • After initial evaluations to test their performance, and assuming they pass physicals along with a relatively clean legal record, they are usually picked up (though with a high turnover rate).
    • They are usually the Solo role, but are not given any additional training.
    • They receive a Poor income (though after a couple years, they may elevate to Middle Class [Lower Bracket], if they survive) and usually live in smaller, cargo container-sized apartments (or an actual cargo container).

Trauma Team Loadouts

Your average loadout that goes out on a job includes:

Lead EMT - 1

Light Metalgear Helmet and Light Armorjack Armor with a Heavy Handgun. Carries a Cryopump, 2 Bouncebacks for the patient, and a MaxDoc as well.

Medical Assistants - 1

Light Metalgear Helmet and Light Armorjack Armor with a Bulletproof Shield and Heavy Pistol (or trade both for an SMG). Also carry a secondary Cryopump.

Pilots/Copilots - 2 (though if it's a busy day, sometimes 1)

Kevlar with a Very Heavy pistol.

Security Officers - 2

Light Metalgear Helmet and Heavy Armorjack Armor with an Assault Rifle.

The AV-4 Itself

An AV-4. Carries a mounted Tsunami Arms Helix on a Heavy Weapon Mount, manned by one of the Security Officers, especially when clearing an area.