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BRodda
OK just want peoples opinions on this build. I'm thinking of joining a play by IM game and I'm making an ex-Ares infiltration and reconnaissance expert. Basically he was given the boot when he came down with Temporal Lobe Epilepsy. He is currently looking for work in the shadows to pay back a cyberdoc for a failed procedure that he was hoping would correct it. I'm still working on the equipment and still have some cash to play with.
[ Spoiler ]



Anythign I'm missing or some peice of tech I can get at char gen that I'm missing (I'd really like that retnal duplicatior, but the availability is to high)
BlackHat
Just at first glance, you took linguist, but did not take any language skills.
You would still benifit from the half-learning time to learn new languages... but you probably won't want to waste karma doing that.
You would not benifit from the modified rating of the language skills, because you don't possess any.

There is the usual debate about dodge/gymnastics - but at first glance, with close-combat 2, in melee you will want to parry for defense. Even when full defending. For ranged combat, you only get dodge when full-defending, so you might as well use gymanstics. The 2 points you put into dodge cost 8 BP which is ALMOST enough to bring your athletics group up to a 2 (as good as you were before, but better at everything else relating to athletics).
Lots of GMs don't like gymnastic-dodge though.

InfinityzeN
Your modified pistol has E-Firing and Personalized Grip. Pick one since they are not compatable with each other. Both give 1 point RC, E-Firing also makes supressed weapons slightly harder to hear.

You have a lot of cyber which can cause some issues. This guy won't be doing any auditing since corp security will take one look at him with the cyberware scanner and say "Oh Hell No!".

Consider ditching any Cyberware that is R or F, replacing it with Bioware. The Bioware might still be R or F, but it is a lot harder to detect. You can even pull the smartgun out of your cybereyes and put it in a pair of contacts. That way if you have to go through a cyber scanner you'll have an easier time.
Ryu
If they are not a central part of the concept for you, remove the cyberlegs. Not many of your dicepools pass the value of 8, so even minor modifiers will make them not-workable. Buying some muscle aug/toner instead will remedy that. ( Or you could dig up even more money for custom cyberlegs.)

Group standards vary, but unless this char is for a low-powered campaign, he won´t be able to contribute much to success. Even unagmented guards will occasionally defeat a stealth pool of 7.
BRodda
QUOTE (BlackHat @ Jan 20 2009, 02:33 PM) *
Just at first glance, you took linguist, but did not take any language skills.
You would still benifit from the half-learning time to learn new languages... but you probably won't want to waste karma doing that.
You would not benifit from the modified rating of the language skills, because you don't possess any.

There is the usual debate about dodge/gymnastics - but at first glance, with close-combat 2, in melee you will want to parry for defense. Even when full defending. For ranged combat, you only get dodge when full-defending, so you might as well use gymanstics. The 2 points you put into dodge cost 8 BP which is ALMOST enough to bring your athletics group up to a 2 (as good as you were before, but better at everything else relating to athletics).
Lots of GMs don't like gymnastic-dodge though.


Linguist gives you +2 to all lanuage test, I took that to augement any lingosofts I buy later. However I have German and Japaneese on the sheet. Its just buried a bit after knowledge skills.

Don't forget the +1 dodge from having the MbW. I don't know if that +1 goes towards a gymnastic dodge as well.
InfinityzeN
Take a gander at this thread for some gear ideas... JFixer's MUSTbuys thread
BRodda
QUOTE (InfinityzeN @ Jan 20 2009, 03:08 PM) *
Your modified pistol has E-Firing and Personalized Grip. Pick one since they are not compatable with each other. Both give 1 point RC, E-Firing also makes supressed weapons slightly harder to hear.

You have a lot of cyber which can cause some issues. This guy won't be doing any auditing since corp security will take one look at him with the cyberware scanner and say "Oh Hell No!".

Consider ditching any Cyberware that is R or F, replacing it with Bioware. The Bioware might still be R or F, but it is a lot harder to detect. You can even pull the smartgun out of your cybereyes and put it in a pair of contacts. That way if you have to go through a cyber scanner you'll have an easier time.


The reason for the E-firing is becasue it gets you a -1 to detecting shots fired on top of the bonuses you get for the silencer. It makes the gun more quiet and thats why he has it.

The big reason I was asking in earlier threads about cyberware scanners was becasue of the amout of metal in his body. If you really take a look at his cyber most of it is street legal and the legs are the least bother some as one good car wreck would casue someone to replace thier legs and eyes. The legs are more for hidding survance cyber and smuggling compatments and they are kind of needed.

Besides if you take a look the only thing that is F rated is the dynamic handprint and that is nanotech (not sure if that scans). The MbW, smartlink and laser designator you can get a fake licence for as it is only restricted. The rest of the stuff you can get done without a permit at a mall cyberdoc.
BRodda
QUOTE (Ryu @ Jan 20 2009, 03:11 PM) *
If they are not a central part of the concept for you, remove the cyberlegs. Not many of your dicepools pass the value of 8, so even minor modifiers will make them not-workable. Buying some muscle aug/toner instead will remedy that. ( Or you could dig up even more money for custom cyberlegs.)

Group standards vary, but unless this char is for a low-powered campaign, he won´t be able to contribute much to success. Even unagmented guards will occasionally defeat a stealth pool of 7.


The legs are for hiding stuff more than anything else, and they are custom. Just didn't see a reason to jack them up as that takes up capacity.

And this guy isn't built for stealth, he is built for information gathering and infiltration (more face than thief).

Still there are a lot of people questioning the legs. I'll have to revist that. They were originally arms, but I changed it to get more capacity.
InfinityzeN
Yes, but all of those combined would make any security guard ancy. Bio is just better for being sneaky and it doesn't have as high an Essence cost. Of course, it does cost more cash.

And about the E-Firing, I wasn't saying to drop it. Just that the Personalized Grip won't do you any good since P.Grip only gives +1 RC and its RC can not be combined with the RC from the E-Firing.
BRodda
QUOTE (InfinityzeN @ Jan 20 2009, 03:46 PM) *
Yes, but all of those combined would make any security guard ancy. Bio is just better for being sneaky and it doesn't have as high an Essence cost. Of course, it does cost more cash.

And about the E-Firing, I wasn't saying to drop it. Just that the Personalized Grip won't do you any good since P.Grip only gives +1 RC and its RC can not be combined with the RC from the E-Firing.


I guess there is a difrence between being ancy and being able to do anything about it rotate.gif

And to be honest I was so happy with the quieter shots with e-firing I never noticed that it gives you +RC. Might need to replace the custom grip. No point in paying for something that won't matter.
InfinityzeN
ancy guards keep a closer eye on you, making it harder for you to do your job.

Of my 6 players, 3 are variations of the Covert-Ops guy. One is an Adept ninja-type, one is a face/covert-ops hybrid, and the other is a pure B&E/extraction guy. None of them have any cyberware that can even be thought of as combat related. Bioware on the other hand...

If your wondering, the other three are a Mage, Matrix Specialist (Hacker/Rigger), and Weapons Specialist (Armorer, Demo, Sniping).
Ryu
QUOTE (BRodda @ Jan 20 2009, 09:45 PM) *
The legs are for hiding stuff more than anything else, and they are custom. Just didn't see a reason to jack them up as that takes up capacity.

And this guy isn't built for stealth, he is built for information gathering and infiltration (more face than thief).

Still there are a lot of people questioning the legs. I'll have to revist that. They were originally arms, but I changed it to get more capacity.

Ah, sorry. Arsenal has very good extensions to the cyberlimb rules, and those permit you to match the cyberlimbs to your augmented stats. The price is an increase in availability and cost, but not essence.

Information gathering is mostly done via the matrix or by social networking. For that purpose I would favour Charisma and the Influence skillgroup over Reaction and Close Combat.
BlackHat
QUOTE (BRodda @ Jan 20 2009, 03:29 PM) *
Linguist gives you +2 to all lanuage test, I took that to augement any lingosofts I buy later. However I have German and Japaneese on the sheet. Its just buried a bit after knowledge skills.


No it doesn't. It modifies the ratings of any language skills you have by +2.

Also, when things modify a skill rating (as opposed to adding to the dice pool), the maximum new rating is 1.5 x the original rating. So you'd have ot have at least 4 ranks in a skill to gain the full +2 anyway.

Edit: Noticed your German and Japanese - you're still going to want to notice the bit about modified skill ratings vs. dice pool bonuses (explained in the FAQ I think).
BRodda
QUOTE (Ryu @ Jan 20 2009, 04:23 PM) *
Ah, sorry. Arsenal has very good extensions to the cyberlimb rules, and those permit you to match the cyberlimbs to your augmented stats. The price is an increase in availability and cost, but not essence.

Information gathering is mostly done via the matrix or by social networking. For that purpose I would favour Charisma and the Influence skillgroup over Reaction and Close Combat.


I have the rules from Arsenal. The custom limbs take 1 slot for each point above 3 and if you want to go above the rest of your main stats you need a cybertorso. So if you want to go to Reflex 6 it takes up 3 slots of an 8 slot arm and I need a cyber torso.

And there is a ton of information that can't be gathered on the Matrix or with infilunce. But I guess to each his own.
Ryu
Customised cyberlimbs (per attribute point): Avail +1, Cost +1.5k¥, same essence, same capacity. Pg. 44.
merashin
QUOTE (Ryu @ Jan 20 2009, 02:12 PM) *
Customised cyberlimbs (per attribute point): Avail +1, Cost +1.5k¥, same essence, same capacity. Pg. 44.

that is in augmentation, not arsenal like previously stated
Ryu
Hmpf. Starts with an A, too. Thanks for the correction, merashin!
BRodda
QUOTE (merashin @ Jan 20 2009, 05:51 PM) *
that is in augmentation, not arsenal like previously stated


I see. It only costs slots and requires the torso after you go above racial maximum. Looks like I'm switching back to cyberarms as that 6 Agility will come in handy. I just saw the refer to pg 335 in the BBB.
BRodda
QUOTE (BlackHat @ Jan 20 2009, 04:42 PM) *
No it doesn't. It modifies the ratings of any language skills you have by +2.

Also, when things modify a skill rating (as opposed to adding to the dice pool), the maximum new rating is 1.5 x the original rating. So you'd have ot have at least 4 ranks in a skill to gain the full +2 anyway.

Edit: Noticed your German and Japanese - you're still going to want to notice the bit about modified skill ratings vs. dice pool bonuses (explained in the FAQ I think).


Ok checked the rules and it does say "This quality halves the basic learning time for a language and modifies the rating of any Language skill the character possesses by +2."

I guess software doesn't get that bonus. Good catch.

Anyone think of a good 5pt quality?
Warlordtheft
Billinual may be one to look at, as well as restricted gear (get some neat piece of cyber).
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