Infiltrator Character, Any help with the numbers appreciated... |
Infiltrator Character, Any help with the numbers appreciated... |
Jul 1 2010, 12:39 PM
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#1
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Hopefully someone can help me sort this character…infiltrators are hard as far as I can tell, they need to be part electrician, part sneaky bugger and possibly part hacker (a tall order for 400BPs!). I’m not after a min/max character and her background is as important as the stats (hence some of the choices I’ve made) but I want to make sure I haven’t done something stupid or missed some vital piece of kit / stat / skill for an infiltrator character (with views to possibly becoming a secondary hacker later on?!?).
Silk Basic Background: Suzanna Waters (Silk) shares much of her mother's physical heritage and is not noticably orc-like in appearance. She has a slight, flexible build and has a youthful prettiness that has managed to get her out of a few scrapes where her other skills have not. She is a third gen runner and has been surrounded by runners from birth. Their erratic lifestyle might have scarred her but her 'uncle's' rough educational skills, the friends she made on the matrix, and her online education have produced a relatively balanced individual (at least as far as most runners go!). She is now studying a degree in electronic engineering at Seattle university. As an adept Silk couples her magic with matrix technology and excels at breaking in to places where she should not be. She is perhaps unusual that despite an early life in the shadows, and knowledge of how to defend herself, she is a pacifist and is exceptionally lucky that her team welcome this fact. Character Sheet: Basics BPs 20 Name: Susanna Waters Street Handle: Silk Metatype: Orc Sex: Female DOB: 2052 Matrix Icon: Sylph in flowing silks Attributes BPs 190 Body 4 Agility 4 Reaction 5 Strength 3 Charisma 4 Intuition 5 Logic 4 Willpower 3 Special Attributes BPs 50 Edge 2 Magic/Res 5 (4) Initiative 10 Essence 5.2 Skills BPs 140 Athletics Group 3 Unarmed 1 Electronics Group 2 Pistols 2 (Dartgun 2) Etiquette 2 Infiltration 5 Shadowing 3 Dodge 4 Perception 5 Knowledge Not worked out yet... Qualities BPs 10 Adept Human Looking Negative Qualities BPs -35 Matrix Addiction – moderate Day job (uni student) Pacifist Records on file (corp sponsor for uni) SINer Resources 70,000¥ BPs 11 Contacts BPs 11 University Librarian / Info Broker 3 / 3 Mystical Healer 2 / 3 Adept Powers Cloak 2 Eidetic Sense Memory Flexibility 2 Freefall 2 Great Leap 2 Improved Skill – Climbing Improved Skill – Hardware Improved Skill – Computer Memory Displacement Multi-Tasking Ware Commlink (Transys Avalon + Iris Orb) Datajack Math SPU (Sequencer 4 built in, some sort of fuse to stop a surge frying her brain) Image Link Cyberears 1 + Damper + Increased Sensitivity Smuggling Compartment (for maglock pass key and some sort of screwdriver…) Gear [ Spoiler ] Character Sketch: Here Thanks for any help... A |
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Jul 1 2010, 01:00 PM
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
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Jul 1 2010, 01:15 PM
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Go with a Light or Hold-Out specialization and use DMSO/Drug-of-Choice Capsule Rounds instead. More concealable (both traditionally and in-plain-sight; people will rarely raise an eyebrow if they find a small pistol on you, whereas a dartgun will raise suspicions), less weird, and more versatile (in that you can use the main skill for more than just shooting darts).
I'd go with Infiltration 6 and Perception 4. It's easy to get a lot of Perception dice and one less die won't be a deal breaker, but the more dice you have for Infiltration to defeat all those other easy Perception mods your enemies have access to is much more valuable. Especially for an infiltrator. Don't bother with an Implanted Commlink. It's just terrible; always has been unless it was in a cyberlimb or something. Any time you want to upgrade it you have to go in for surgery? Blech. Just having a Datajack and a 50-nuyen Skinlink will work wonders, and no one's going to be bothered by you walking around with a commlink. You can even build it into your clothes (like, say, your stealth suit) so you don't have to worry about losing it. There's also no need to take two commlinks. Just get a few Disposable Commlinks for, what, 300 nuyen? They're in Unwired. Ditto for a Chameleon Suit. Just get full Form-Fitting Body Armor and apply Ruthenium to it. Not only can it hold more overall mods (Thermal 6 and, say, Chemical Protection 3), but you can wear it under your normal clothes with ease and it's just as useful when you're not skulking around as it is when you are. Why Autopicker 3 instead of 6? I'd consider going with Athletics 1 to get around defaulting penalties, then raise Gymnastics (with the Dodge specialization) independently. I'd also either go with a competent amount of Unarmed or none at all. Unarmed 1 is pretty much a waste of points. You may want to consider boosting some of your Social Skills, too. Con, in particular. And maybe invest in an Empathy program for similar reasons. Infiltration isn't just about sneaking around unseen. Those are the things that jumped out at me. |
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Jul 1 2010, 04:46 PM
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#4
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Unles your running with some house rules, Dartguns are an exotic weapons needing exotic weapon dartgun skill to use. Oops, I looked but couldn't find reference to a dartguns skill (probably should have looked harder in SR4A)...Ol'Scratch's point about hold out pistols is much more sensible...more work to be done here clearly (IMG:style_emoticons/default/smile.gif) A |
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Jul 1 2010, 04:54 PM
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#5
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
Oops, I looked but couldn't find reference to a dartguns skill (probably should have looked harder in SR4A)...Ol'Scratch's point about hold out pistols is much more sensible...more work to be done here clearly (IMG:style_emoticons/default/smile.gif) A Yah it is and tasers are also a nice shoice.especially the one that does 8S damage. |
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Jul 1 2010, 08:18 PM
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Shooting Target Group: Members Posts: 1,717 Joined: 23-March 09 From: Weymouth, UK Member No.: 17,007 |
Yah it is and tasers are also a nice shoice.especially the one that does 8S damage. That's the Defiance EX Shocker, but that shoots darts with wires attached. I'd rather not be connected to every one I shoot personally. (IMG:style_emoticons/default/biggrin.gif) |
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Jul 1 2010, 08:25 PM
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Running Target Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
Just think of it as fishing.
On the OP: why such a high Reaction? An infiltrator would rather use high Agility. |
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Jul 1 2010, 08:32 PM
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#8
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
I'd probably go with a Light Pistol instead of a Hold-Out, honestly. Hold-outs are more concealable physically, but light pistols can accept silencers. A Morrissey Elan is nice to have as a back-up weapon, though. Tiny, hard to find, and completely undetectable to MAD scanners.
If you don't want to waste points on Restricted Gear (which I never ever recommend because they're just that; wasted points), go with a Light Pistol specialization and pick up an SA Puzzler soon after character creation. Not only is it just as invisible to MAD scanners, but it can accept a silencer, smartgun link, and a few other choice mods, and it can be broken down into a number of innocuous items. It's the classic spy/infiltrator weapon and makes for an even better back-up weapon. You'll just want to have either an Armorer score or a higher than average Intuition score (which you do) so that you don't flub putting it together after you sneak past security with it. Sticking with the same specialization, the Ares Light Fire 70 is probably your best pick for a main weapon. It has a nice clip size and a built-in silencer that gives an additional -1 bonus to detect you using it. That saves a lot of modification slots for you to get other perks, too, including the Ceramic/Plasteel mod to make it invisible to MAD scanners (though you have to wait to get one with that feature due to its Availability) and even giving it Burst Fire capability if you really wanna go that route. And if you carry a clip or two of Stick-n-Shock ammo, you don't have to worry about carrying a separate taser with you, too, in addition to gaining the benefits of your specialization. Assuming your GM allows them with light pistols, that is. |
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Jul 1 2010, 10:08 PM
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#9
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Moving Target Group: Members Posts: 446 Joined: 16-May 03 Member No.: 4,598 |
One nice thing about tasers, nobody minds them... they are unrestricted in ownership!
Meaning yes you turn them into security, but lone star don't ask to see a license Same with a pepper punch canister and the like. Never underestimate the improvised items as well |
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Jul 1 2010, 10:10 PM
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Running Target Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
That doesn't mean a some private security will not ask you to check your taser at the door, though. Just that you won't get arrested for it.
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