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> Character Critique, Investigative Infiltrator
Sudo_Nym
post Oct 5 2009, 02:07 AM
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First of all, thank you for clicking. And here we go:

Smiley
Human
B 3, A 2 (4), R 3, S 2 (4), C 4, I 5, L 5 (7), W 4, E 2

Skills:
Influence (Group) 4
Stealth (Group) 3
Cracking (Group) 2
Electronics (Group) 2
Pistols (Revolvers) 1 (+2)
Perception 5
Locksmith 1
Tracking 2
Dodge 3

Knowledge Skills (30 free)
English N
Spanish 4
Japanese 3

Mafia Politics 2
Safehouses 3
Runner Hangouts 2
UCAS Politics 2
Computer Background 3
Economics 2
History 3
Law 2
Literature 2
Gambling 2

Qualities:
First Impression (5)
Photographic Memory (10)
Speed Reading (5)

Pacifist (-5)
SINner (-5)
Compulsive [Must honor all agreements] (-10)
Signature (-10)

Contacts
Fixer L 1, C 3
Bartender L1, C4
Beat Cop L2, C2
Political Tlogger L2, C3
Mafia Goon L2, C2
Street Doc L2, C1

Resources 25 ( (IMG:style_emoticons/default/nuyen.gif) 125,000)
Cyberparts:
Cybereyes (3)
-Flare Compensation
-Low-Light Vision
-Thermographic Vision
-Smartlink
-Vision Enhancement 2
-Eye Light System
Cyberears (2)
-Damper
-Spatial Recognizer
-Audio Enhancer 3
-Select Sound Filter 2
Tailored Pheremones 3
Attention Coprocesser 3
Datajack
Muscle Replacement 2
Cerebral Booster 2

Weapons:
Ruger Super Warhawk (w/External Smartgun, Concealable Holster, 2 Speed Loaders, 30 Rounds Regular Ammo, 30 Rounds Stick-N-Shock)

Commlink:
Novatech Airware w/Iris Orb (3, 3, 3, 3)
-Analyze 3, Browse 3, Command 1, Edit 3, Decrypt 3, Exploit 3, Spoof 3
-Sim Module, AR Gloves, Subvocal Microphone

Other stuff:
Fake SIN 4
Fake License 4 (x2: Warhawk, Private Investigator)
Credsticks x4
Tag Eraser
White Noise Generator 6
Autopicker 6
Celullar Glove Molder 3
Keycard Copier 6
Maglock Sequencer 4
Wire Clippers
Chisel
Containment Manacles
Plasteel Restraints x2
Plastic Restraints x300

I came up with this character after watching some Sam Spade, though it has mutated. The main idea is that he's skilled at getting information. He's got a diverse set of knowledge skills and contacts so that he might already know whatever he needs to. He's also charismatic, to pump people for info, and sneaky, for evesdropping. He can also do his own research- he's a backup hacker, and can search the web and deadtree libraries in a pinch. The goal is that he should be able to learn stuff, even when people would rather that he didn't. He's not much of a monster in combat, but he's not a slouch. Besides, not being in combat is a good use for stealth.

So, thoughts?
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Karoline
post Oct 5 2009, 02:44 AM
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You might want to consider changing out that muscle replacement for a wired reflexes. Your character lacks the melee ability to make a bonus to str any real use, and the wired reflexes will help you out alot if you're in a sticky situation.

If you want the agility boost I suggest muscle toner from the bioware section. Only cost 14k for rating 2 if I remember right, and only something like .4 or .2 essence.

Edit: Also, doesn't pacifist require you to use non-deadly means? Wouldn't the preclude the use of regular ammo?
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Glyph
post Oct 5 2009, 02:48 AM
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The trouble with being a face/hacker/infiltrator/investigator is that you spread yourself kind of thin. For skill groups, ask yourself if you really need/plan to use every skill in that group, otherwise you are wasting points. Influence and stealth are good groups to have, but the cracking and electronics groups, you don't need, unless you plan on having him evolve into a serious hacker eventually. But for most private investigators, I would take computer specializing in edit, data search, and maybe hacking.

I would probably move a point from Strength to Agility, mainly to improve his Infiltration and Palming skills. Gear-wise, you need armor, maybe something like an armored vest, which is very concealable and can be worn in most situations.

Other than that, he fits the private investigator concept very well, but is not as good as a dedicated specialist in any of those areas, and really suffers in combat. I don't know what the lethality level of your campaign is, but keep in mind that your character is pretty close to an average security guard in effectiveness (compared to the basic NPC in the book), so for most combats, he should run first, and then fire from cover. How well he does will depend not only on the campaign, but on what characters the other players play. If they play a hacker, a break-in specialist, and a face, then you might feel like a third wheel. If they play all combat types, you might really get to shine (unless they are the type that turn everything into combat...).
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Sudo_Nym
post Oct 5 2009, 02:48 AM
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QUOTE (Karoline @ Oct 4 2009, 06:44 PM) *
Edit: Also, doesn't pacifist require you to use non-deadly means? Wouldn't the preclude the use of regular ammo?


The five point pacifist precludes killing except in self-defense; so if I absolutely have to, I can kill. Otherwise, I have Stick-n-Shock ammo.
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Sudo_Nym
post Oct 5 2009, 02:54 AM
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QUOTE (Glyph @ Oct 4 2009, 06:48 PM) *
The trouble with being a face/hacker/infiltrator/investigator is that you spread yourself kind of thin. For skill groups, ask yourself if you really need/plan to use every skill in that group, otherwise you are wasting points. Influence and stealth are good groups to have, but the cracking and electronics groups, you don't need, unless you plan on having him evolve into a serious hacker eventually. But for most private investigators, I would take computer specializing in edit, data search, and maybe hacking.

I would probably move a point from Strength to Agility, mainly to improve his Infiltration and Palming skills. Gear-wise, you need armor, maybe something like an armored vest, which is very concealable and can be worn in most situations.

Other than that, he fits the private investigator concept very well, but is not as good as a dedicated specialist in any of those areas, and really suffers in combat. I don't know what the lethality level of your campaign is, but keep in mind that your character is pretty close to an average security guard in effectiveness (compared to the basic NPC in the book), so for most combats, he should run first, and then fire from cover. How well he does will depend not only on the campaign, but on what characters the other players play. If they play a hacker, a break-in specialist, and a face, then you might feel like a third wheel. If they play all combat types, you might really get to shine (unless they are the type that turn everything into combat...).


That is the idea. The other players are all built for combat, except for the hacker. So I'm attempting to cover the other bases myself. I'm spreading myself thin, but I knew I was going to do that coming into it.

Switching the point to agility should have been something I thought of; seems obvious in hindsight.

It dawns on me that with the pacifist trait, I should probably ditch the warhawk for a taser or something.
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LurkerOutThere
post Oct 5 2009, 03:25 AM
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Keep the warhawk for intimidation value unless your really scraping the bottom of the barrel for cash. Peace through superior firepower.

For jack of all trades and non combat heavy types I highly recommend trying to find room for skillwires of some varierty.
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