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Generic_PC
450BP, This is an Ork Infiltrator I'm making. The premise being that I can disguise myself as a janitor or a plumber or an electrician and get almost anywhere. Other than being an infiltrator, I want this character to be good at cracking locks, of most, if not all kinds, to be decent in a fight.

Male Ogre (20BP)
Body: 4 (0BP)
Agility: 5 (40BP)
Reaction: 5 (40BP)
Strength: 3 (0BP)
Charisma: 3 (20BP)
Intiution: 5 (40BP)
Logic: 4 (30BP)
Willpower: 4 (30BP)
Edge: 6 (65BP)
Magic: 0 (Mundane)

Skills: (144BP)
Stealth*: 4 (Likely to be split after creation.)
Pistols (Semi-Auto): 3(5)
Longarms (Sniper Rifles): 3(5)
Perception (Visual): 2(4)
Dodge: 3
Con: 3
Negotiation: 3
Hardware: 3
Exotic Melee Weapon: 3
Locksmithing: 1

Negative Qualities: (-30)
Simsense Vertigo (-10)
Incompetent (First Aid) (-5)
Incompetent (Leadership) (-5)
Addiction (Alchohol, Mild) (-5)
Weak Immune System (-5)

With 50BP for Nuyen, that leaves me with a big 5BP for contacts. Ugh. I'd go through my equipment first and drop some nuyen if I can before I would drop skills, but I have no idea what kinds of contacts or gear is needed, beyond a general sense. Is the 6 edge needed? I want this character to be luckier than average.

Another example: From experience, can I get past most key locks with an autopicker L6 and my agility of 5, or is the 1 rank of locksmithing valuable?
remmus
QUOTE (Generic_PC @ Nov 7 2009, 02:22 AM) *
With 50BP for Nuyen


50BP worth of gear? so far I spent 10BP on gear and I have everything from cyberwares to guns, what on earth are you gonna buy with 250 000 nuyen.gif ?
Generic_PC
I'm being... pessimistic. As the most possible, it seems to me that I will not go higher than that. Yes?
remmus
QUOTE (Generic_PC @ Nov 7 2009, 03:00 AM) *
I'm being... pessimistic. As the most possible, it seems to me that I will not go higher than that. Yes?


my best suggestion if you haveīt bought your gear yet start by spending 10-15BP and start buy the gear you think you need and spend more BP from there if needed (but remember itīs better to be turning the coins and play it cheap with the gear now and save the BP then blow a shit load of BP worth of gear and have them striped by the GM if he feels like giving you a up hill experience )
Generic_PC
True, but most of my costs will be 'ware. I'm somewhat confident that unless I die, I'll be keeping it. In which case, I won't be too worried about it. If, on the other hand, someone is cutting me open while I'm unconcious and stealing my 'ware, I'm probably going to be left there to die anyway.

If I don't need 50BP, i'll drop it down. If I do, I don't need to worry about cutting skills that I want or dropping attributes that I'd prefer to keep.

Something I've been thinking of: Dropping Edge down to 5. Gives me 25 points to play with.
remmus
QUOTE (Generic_PC @ Nov 7 2009, 03:17 AM) *
True, but most of my costs will be 'ware. I'm somewhat confident that unless I die, I'll be keeping it. In which case, I won't be too worried about it. If, on the other hand, someone is cutting me open while I'm unconcious and stealing my 'ware, I'm probably going to be left there to die anyway.

If I don't need 50BP, i'll drop it down. If I do, I don't need to worry about cutting skills that I want or dropping attributes that I'd prefer to keep.


eh being heavy on the ware as a infiltrator isnīt so wise as many powerful organisation being there government or corp have the technology to scan ware if Iīm not mistaken, and if they notice Bill the janitor has enough ware to be a walking tank you might have it hot for yourself
twilite
If you really want to be good at social infiltration, then you need better than 6 dice (3 Cha and 3 Con) to succeed. You are better off with an Elf for higher Charisma and Agilty, possibly Surging to get an even higher minimum and maximum in a stat. You are going to want to be either and Adept or Mystic Adept, in order to get higher skills from Kinesics and Improved Abilities. Mystic also allows Counterspelling (against detection or mind altering spells) and summoning spirits with the Concealment power. As an alternate to an Elf, get another race with no reduced Cha, spend 5 positive points on Restricted Gear for a Force 5 Sustaining Focus (Health) and cast Improved Attribute (Charisma) on yourself to get up to 9. There are some qualities you might want to look at, depending on your taste, such as Bland or Human looking.

After initiation with a Mystic Adept, you can also get Masking to help disguise your magical nature. I am not sure if there is a defense against people reading your aura with assensing to see if you are lying/your emotional state, but if there is it will almost certainly require you to be magically active.

Even with tons of nuyen spent on gear as a mundane, and with lots of Cyber, there is very little that helps you with Conning or Infiltrating that you couldn't get as someone magically active- really, Enhanced Articulation, Muscle Toner and the Pheromones are the only things that come easily to mind. At worst, you can sacrifice a point of magic to get some of them too. You can wear a stealth suit and get emotitoys just as well when you are an adept. For pure combat, and to some extent Matrix or Rigger work, Mundanes with heavy cyber do well. For being a Face (social manipulator) or an Infiltrator (stealthed insertions) they are pretty much inferior to magically active types.

Take all this with a grain of salt- most of my experience has been with playing mages. Also, in the end, do what your concept tells you, enjoy the character, even if you aren't as skilled at your area as you might like.
Glyph
I would definitely, definitely drop Edge to 5, which is plenty. A piddling extra die is not worth 25 build points. Especially since a covert ops specialist is a concept that takes a lot of careful allocating of build points.

I would possibly use those points to boost social skills a bit (also consider the impersonation specialization for con), and you might want to consider moving a point from Willpower to Charisma. But I wouldn't change to elf - you lose too many points that way, on top of having to move even more from other Attributes to take advantage of a higher possible Charisma. Elves are good at a variety of face-type roles, including social chameleons and infiltrators. But you would only be able to do that if you took a really big hit on your break-in and combat abilities. You won't be quite as good as a smooth-talking elf, but you're not trying to pretend you're the boss's son - more often, you will be pretending to be Luigi the plumber, to fool the security guard at a checkpoint. So 8+ dice will usually do the job. I would probably raise the two you have by a point each, get that specialization, and get etiquette: 2 or 3 (because that is the "fitting in" skill).

Your 'ware will be the most expensive part of the character, since if you are going to be disguised a lot, a fake cyberware license won't get you out of trouble. So if you augment yourself, your best bet will be mainly bioware. Things like synaptic booster, muscle toner, cerebral booster, reflex recorders, enhanced articulation, tailored pheromones, and synthcardium are all very useful to have (you might want to replace dodge with gymnastics, or if you take synthcardium, even the Athletics group at 1). You might consider some cyberware - mainly headware and senseware.
Generic_PC
QUOTE (remmus @ Nov 6 2009, 07:21 PM) *
eh being heavy on the ware as a infiltrator isnīt so wise as many powerful organisation being there government or corp have the technology to scan ware if Iīm not mistaken, and if they notice Bill the janitor has enough ware to be a walking tank you might have it hot for yourself


I was planning on mostly bioware. Maybe some cyberware, but everyone has some. Eyes, maybe ears.

QUOTE (twilite @ Nov 6 2009, 07:29 PM) *
If you really want to be good at social infiltration, then you need better than 6 dice (3 Cha and 3 Con) to succeed. You are better off with an Elf for higher Charisma and Agilty, possibly Surging to get an even higher minimum and maximum in a stat. You are going to want to be either and Adept or Mystic Adept, in order to get higher skills from Kinesics and Improved Abilities. Mystic also allows Counterspelling (against detection or mind altering spells) and summoning spirits with the Concealment power. As an alternate to an Elf, get another race with no reduced Cha, spend 5 positive points on Restricted Gear for a Force 5 Sustaining Focus (Health) and cast Improved Attribute (Charisma) on yourself to get up to 9. There are some qualities you might want to look at, depending on your taste, such as Bland or Human looking.

After initiation with a Mystic Adept, you can also get Masking to help disguise your magical nature. I am not sure if there is a defense against people reading your aura with assensing to see if you are lying/your emotional state, but if there is it will almost certainly require you to be magically active.

Even with tons of nuyen spent on gear as a mundane, and with lots of Cyber, there is very little that helps you with Conning or Infiltrating that you couldn't get as someone magically active- really, Enhanced Articulation, Muscle Toner and the Pheromones are the only things that come easily to mind. At worst, you can sacrifice a point of magic to get some of them too. You can wear a stealth suit and get emotitoys just as well when you are an adept. For pure combat, and to some extent Matrix or Rigger work, Mundanes with heavy cyber do well. For being a Face (social manipulator) or an Infiltrator (stealthed insertions) they are pretty much inferior to magically active types.

Take all this with a grain of salt- most of my experience has been with playing mages. Also, in the end, do what your concept tells you, enjoy the character, even if you aren't as skilled at your area as you might like.



I don't really want to be 'good' at social infiltration, just passable. If need be, Tailored Pheromones are an easy solution to this. Ultimately, I suppose it'll become needed...

I also am pretty much set on being mundane, though you are correct in that it is an inferior choice to an adept, and moreso to a 'wared adept. I suppose I could slide into adept, if I really need to to be effective. What would you recommend, as a wared adept? Kinesics and Improved Abilities are the too most obvious, but are there any others? If I went wared adept, I'd go for masking. Being able to show off the 'ware, then do awesome tricks, then have no signature, means you don't know what they'll classify you as.

Also, how would my build change? As far as I can tell, I'd be dropping edge to 4, probably charisma to 2, and Magic to 5.

QUOTE (Glyph @ Nov 6 2009, 08:04 PM) *
I would definitely, definitely drop Edge to 5, which is plenty. A piddling extra die is not worth 25 build points. Especially since a covert ops specialist is a concept that takes a lot of careful allocating of build points.

I would possibly use those points to boost social skills a bit (also consider the impersonation specialization for con), and you might want to consider moving a point from Willpower to Charisma. But I wouldn't change to elf - you lose too many points that way, on top of having to move even more from other Attributes to take advantage of a higher possible Charisma. Elves are good at a variety of face-type roles, including social chameleons and infiltrators. But you would only be able to do that if you took a really big hit on your break-in and combat abilities. You won't be quite as good as a smooth-talking elf, but you're not trying to pretend you're the boss's son - more often, you will be pretending to be Luigi the plumber, to fool the security guard at a checkpoint. So 8+ dice will usually do the job. I would probably raise the two you have by a point each, get that specialization, and get etiquette: 2 or 3 (because that is the "fitting in" skill).

Your 'ware will be the most expensive part of the character, since if you are going to be disguised a lot, a fake cyberware license won't get you out of trouble. So if you augment yourself, your best bet will be mainly bioware. Things like synaptic booster, muscle toner, cerebral booster, reflex recorders, enhanced articulation, tailored pheromones, and synthcardium are all very useful to have (you might want to replace dodge with gymnastics, or if you take synthcardium, even the Athletics group at 1). You might consider some cyberware - mainly headware and senseware.


I've decided I will. Like you said, the single die isn't worth 25BP.

Throwing 10 of those points in Cha, 8 into etiquette and 2 into specializing disguise... Gives me 10 points, still.

Important for an adept: If I go this route, can I find 30 free points for a Type O System? it Halves the amout of essence cost I take from basic bioware, at no cost. (Essentially, you get deltaware for bioware, automatically, when buying off the shelf.) I can't use used bioware, but tradeoffs, right?

Also, genetech (from Augmentation) can provide me with +1 to all intuition based skills and +1 to all intuition rolls, in two seperate genemods. Also, +1 to logic rolls and maybe some other stuff too, if I look more closely.
Udoshi
Type-O only works for Basic Bioware - not Cultured Bioware. The biocompatability trait, however, does - and its stacks with grade, and is conveniently ten points.
Glyph
You already have the full 200 spent on base Attributes, which is why I suggested moving a point of Willpower instead of simply increasing Charisma.

Adepts, to be honest, really work better with specialist builds than generalist ones. If you do go that route, I would either go ahead and drop Edge to 3, or drop a point from Willpower instead of Charisma. For an infiltrator type, facial sculpt and melanin control are both good powers, as is nimble fingers. Type O system is, honestly, not really worth if for an awakened character who will only be taking one or two points' worth of 'ware.
Generic_PC
I think that if I build an adept, I'm going to have to rethink my character. Being a generalist, as was said above, won't work when I need to take Improved Ability for every single one of my important skills.

This means that I need to deal with what I have.

So, a repost, with some small changes...

Male Ogre (20BP)
Body: 4 (0BP)
Agility: 5 (40BP) [7]
Reaction: 5 (40BP) [7]
Strength: 3 (0BP)
Charisma: 3 (20BP)
Intiution: 5 (40BP)
Logic: 4 (30BP)
Willpower: 4 (30BP)
Edge: 5 (40BP)
Magic: 0 (Mundane)
Initiative: 12 [3IP]
Essence: 4.64

Skills: (152BP)
Stealth*: 4 (Likely to be split after creation.)
Pistols (Semi-Auto): 3(5)
Longarms (Sniper Rifles): 3(5)
Perception (Visual): 2(4)
Dodge: 3
Con: 3
Negotiation: 3
Hardware: 3
Etiquette: 3
Exotic Melee Weapon (Monofilament Whip): 3
Etiquette: 2
Locksmithing: 1

Negative Qualities: (-30)
Simsense Vertigo (-10)
Incompetent (First Aid) (-5)
Incompetent (Leadership) (-5)
Addiction (Alchohol, Mild) (-5)
Weak Immune System (-5)

Positive Qualities: (10)
Biocompatibility: Bioware (10)

Currently, 9BP for contacts, and 50BP for resources. Again, that 50BP might drop. Currently, for stuff, I'm looking at:

Muscle Toner (2): Rating 10R, Essence 0.36 and 16000 nuyen.
Synaptic Booster (2): Rating 12R, Essence 0.9 and 160000 nuyen
Sleep Regulator: Rating 4, Essence 0.13 and 10000 nuyen
Fingertip Compartment: Rating 4, Essence 0.1, 750 nuyen

(Subtotal: 186750. Wishlist: Muscle Toner 4, Synaptic Booster 3, Tailored Pheromones 3. Muscle Toner is 32000, Synaptic Booster is 240000 and Tailored Pheromones is 45000.)

Other gear:
Monofilament Whip, personalized grip (3100)
Ares Predator IV (1550)
-Improved Range Finder
-Personalized Grip
-Concealable Holster
-Spare Clips (5)
HK PSG Enforcer (15720)
-Easy Breakdown Manual
-Smartgun
-Improved Rangefinder
-Personalized Grip
-Silencer
-Spare Clips (4)

And thus, the first part is complete. Now, sleeps. As a small aside, I won't have urban infiltration or impersonation con until we get our first karmas.
Cthulhudreams
An inflirator without the athletics group seems a bit bad - cannot climb walls, jump from roof etc. If you added that, you could also drop dodge and use gymnastics.
Generic_PC
The problem is that I just don't have the points for athletics. It's a slightly sad state of affairs, I agree. However, defaulting isn't too painful, especially with 5 edge in high danger situations.
Cthulhudreams
You could potentially save some points by switching to automatics and using machine pistols and assault rifles?
Cthulhudreams
Sorry for double post - you've got 3 social skills, so buying the group will be a break even proposition.

Also if you're planning to play this for a while, I'd drop all my specalisations.

And take the last 5 points of disadvantages, sheesh.
Thanee
I really don't see how this character needs sniper rifles. There are some points you can save.
The monowhip is also somewhat questionable, though it surely is a good weapon.

Also, with just 7 dice you will be looking at spending Edge on every attempt to open a maglock or similar.
Hardware 5 is pretty much mandatory, as is higher Logic (Cerebral Booster maybe?).

The point is, you try to be too many things at the same time, I think.

Oh, and you have Etiquette listed twice in your second sheet.

Bye
Thanee
Generic_PC
QUOTE (Cthulhudreams @ Nov 7 2009, 02:02 AM) *
You could potentially save some points by switching to automatics and using machine pistols and assault rifles?


You know, I haven't thought of that. Assualt Rifles are pretty good as sniper rifle analogues, but how well do machine pistols stack up to regular pistols?

I actually need ten points of disadvantages. Taking influence as a group means getting leadership, so I can't be incompetent. The slightly powergamey, and not great, for me, alternative, is taking something like Incompetent (Pilot Anthroform and Watercraft)...

Is biocompatibility really worth it, if I'm not considering going Adept?

Alternately, if I am going adept, how do I focus so that I'm not spending all my points on Improved Ability 1?

@ Thanee: I know that I'm spread too thin. It's unfortunate. The problem is that I can't be prepared for everything, but I want to be.

EDIT: is it just me, or is the Ares Alpha by far and away the best assault rifle?
remmus
QUOTE (Generic_PC @ Nov 7 2009, 07:18 PM) *
@ Thanee: I know that I'm spread too thin. It's unfortunate. The problem is that I can't be prepared for everything, but I want to be.


well thatīs why Shadowrunners often work in teams, so each can focus more at being excellent in a few skill and let team members cover the weak points
Generic_PC
QUOTE (remmus @ Nov 7 2009, 11:49 AM) *
well thatīs why Shadowrunners often work in teams, so each can focus more at being excellent in a few skill and let team members cover the weak points


The problem here is that, as far as I can tell, I'm the only person even remotely prepared to do this. Originally, I was hoping that Thanee would cover some of my weaker points, but he seemed to decide that I had it all covered. I don't exactly blame him for that, but it will make my life that much harder.
remmus
QUOTE (Generic_PC @ Nov 7 2009, 07:55 PM) *
The problem here is that, as far as I can tell, I'm the only person even remotely prepared to do this. Originally, I was hoping that Thanee would cover some of my weaker points, but he seemed to decide that I had it all covered. I don't exactly blame him for that, but it will make my life that much harder.


yeah but for example we already have a sniper so you can ditch the sniper rifle and skill, we have a few combat specialist so you donīt need much for that maybe a pistol for self defence, Iīll cover hacking and other matrix work so I donīt see how you canīt simply spec on being the guy that goes in and out of places and steal or plant stuff.
Generic_PC
Hmm. I didn't realize we had a sniper. I'll drop that.

I don't have any hacking skills. Hardware is primarily for getting past maglocks and keypads.

Ultimately, I think I need to firm up on equipment. I'll do that now, but it'll help me decide what I don't need and what I do.

As an aside, for the character, here is a list of absolutely mandatory.

Stealth. I've already got it as a 4, so whatever.
One skill from firearms. Whatever.
Influence. Preferably really high. I don't need leadership, but I need etiquette, negotiation and con. I guess freebies aren't bad...
Locksmithing. 1 rank and a R6 autopicker is fine.
Hardware. Need to crack all those maglocks. What'd you think about spec. in Maglocks?
I'd like a melee skill. A hold-over from SR3, where if you got into melee without one, you died. The monofilament whip is a great way to do this.

I'll see how the chips fall as I rebuild this. We'll see what needs to be redone.

Male Ogre (20BP)
Body: 4 (0BP)
Agility: 5 (40BP) [7]
Reaction: 5 (40BP) [7]
Strength: 3 (0BP)
Charisma: 4 (30BP)
Intiution: 5 (40BP)
Logic: 3 (20BP) [5]
Willpower: 4 (30BP)
Edge: 5 (40BP)
Magic: 0 (Mundane)
Initiative: 12 [3IP]
Essence: 4.1

Skills: [146BP]
Stealth*, Influence* 4
Pistols [SA], Exotic Melee Weapon (Monofilament Whip), Hardware [Maglocks] 3[5]
Dodge, Perception [Visual] 2[4]
Locksmithing 1

Qualities: (-35BP)
Simsense Vertigo (-10)
Addiction [Alchohol, Mild] (-5)
Weak Immune System (-5)
Incompetent [First Aid, Cybertechnology, Medicine] (-15)

Resources: (49BP, 245000) [Of this, 244670 has been spent]
Lifestyle: Medium, 1 Month (5000)
Ware: (207750, 1.9)
Move-By-Wire 2 (170000, 2.4)
Cerebral Booster 2 (20000, 0.4)
Muscle Toner 2 (16000, 0.4)
Smartlink (1000, 0.1)
Fingertip Compartment (750, 0.1)
Weapons: (4550)
Ares Predator IV (1450)
-Personalized Grip (1/6)
-Silencer (3/6)
-Extended Clip (4/6)
-Concealable Holster
-Spare Clips (5)
Monofilament Whip (3100)
-Personalized Grip
Ammo: (460)
100 rounds, normal (200)
20 rounds, gel (60)
20 rounds, ex-explosive (200)
Other gear: (26910)
Assorted Outfits. Janitor, Plumber, Electrician, Courier, etc. {I need ideas for these. Anything to get me in.} (currently, 1600. This assumes a couple sets of clothing and a couple sets of disguise.)
Chameleon Suit (9000) {For more... Hardcore infiltration} (also, Thermal Dampening 2)
Armour Vest (600) {For use underneath those clothes. Good protection, no attention.}
Lined Coat (700) {A janitor doesn't need to get wet...}
Autopicker, L6 (1200)
Fake SIN (L3) (3300)
-Fake License (L3), Ares Predator IV
-Commlink (4550) (Hermes Ikon, OS Iris Orb) (+Satlink, Subvocal Microphone, Skinlink)
Fake SIN (L2) (2000)
-Commlink (950) (CMT Clip, Renraku Ichi) (+Subvocal Microphone)
Tag Eraser (150)
Contact Lenses, Image Link, Flare Compensation (125)
Glasses, Thermographic (125)
Radio Signal Scanner R6 (Micro, disguised as a rubbed out coin) (150)
Keycard Copier R6 (1800)
Empathy Sensor R3 (600)
Glasscutter (10)
Laes Cigarettex2 (50)



Now, this build gives me: 200BP in Attributes, 146BP in skills, 47BP in resources, 40BP in Edge, 20BP in Race and -35BP in Qualities. This gives me a total of 418BP spent, or 32BP to spend on contacts and positive qualities.
Saint Sithney
Forget that Synaptic Booster BS. Take 5 bp for restricted gear and get a Move-by-Wire lvl 2 system. That'll give you the lvl 4 skillwires a generalist needs and +4 reaction +2 dodge +2 Initiative Passes. If your GM allows it, you might even be able to attach a skillwire expert system so you can use edge rerolls on your skillsofts. And, since you're looking to con people into thinking you're a repairman, you should be able to con-vince anyone with a cyberware scanner that it's just an attention coprocessor and some regular skillwires like a tech might have. And, with the money you save from dropping the Synaptic Booster 2 and the Muscle Toner 2, you could even get an Alphaware version of the wires to keep your essence loss down.

Edt: Another thing to consider - Dump the cerebral booster for a Cyberhand with a used rating 2 nanohive in it. Then you can get lvl 3 Limbic and Neocortical Neural amplifier nanos to boost both your Logic and Intuition linked skills by 3 (too bad it doesn't boost your intuition for initiative and the nano doesn't give you benefit in a combat situation.) Still total cost = 40k + the hand for 6 attribute-linked dice. Total essence cost .125 for the hand and 0 for everything else.
Generic_PC
Oh... Damn. Thats devious. I'm used to SR3, where MBW is basically a ticket to death, so I totally ignored it as an option. But it's awesome. It saves me like 70 thousand too. I might as well get some more stuff, if I'm going that far. I'll edit my stuff.

For Skillsofts, I've got what, 8 ranks of skills to play with. Thats good, for stuff I haven't bothered to learn.

I'm gonna get MBW as alphaware. The 0.6 essence saved is worth 85000?

This means I have 29 for contacts, but this is a much better choice. I'll drop dodge down to a 2.

I don't know enough about nanotech to make a decision on the hand+nanohive.
EvilP
I'm surprised that there's no climbing skill in there. if you're going to infiltrate I'd say it's pretty much a requirement. Wear gecko gloves, crawl straight up walls while wearing the chameleon suit and break your way into the buildings from the top.

Also you could spend another BP on purchasing a good handheld sensor package so you can check for hidden security measures. Non linear junction detector, ultra wide band radar, olfactory sensor, MAD scanner and a directional microphone and the like might come in very handy if you're going to sneak around and pick locks. This way you can check if there is a cybered up troll on the other side of the door before it's too late.
Thanee
QUOTE (Generic_PC @ Nov 7 2009, 07:18 PM) *
EDIT: is it just me, or is the Ares Alpha by far and away the best assault rifle?


Yep, that gets mentioned a lot. And yeah, it is simply superior to every other choice.

Bye
Thanee
Generic_PC
Hmm. Yes, it is. Sad, I think. You'd think they'd at least put in an assault rifle to challenge it's dominance. The onyl reason I can think of for not buying one is if you need an assault rifle NOW, since its 12F. I guess that the F modifier means something too, but for any good runner, it isn't much.
remmus
QUOTE (Generic_PC @ Nov 8 2009, 04:07 AM) *
Hmm. Yes, it is. Sad, I think. You'd think they'd at least put in an assault rifle to challenge it's dominance. The onyl reason I can think of for not buying one is if you need an assault rifle NOW, since its 12F. I guess that the F modifier means something too, but for any good runner, it isn't much.



F stands for Forbidden, simply itīs considered so illegal not even the best of lience fake or not can stop corp security, Police or rent a cop companies like Lone Star to arrest you on site.
Generic_PC
I understand that. It means that a good runner will have to be more... discerning, when using it.

Assault Rifles are interesting. Shotguns are awesome in corridors, pistols are great anywhere, sniper rifles take guys out from afar, and LMGs (and other heavy weapons) fill the opposition with lead. Assualt Rifles manage to be mediocre in any situation, but don't really excel at one without suffering in another.

Now, I've got 29 points. I can probably sneak a couple more points here and there, but I don't really need to. So, I was thinking about grabbing Black Market Pipeline (weapons or bioware?) and 19 points of contacts. So, I need help choosing contacts, I guess. but whatever.
remmus
QUOTE (Generic_PC @ Nov 8 2009, 04:42 AM) *
So, I need help choosing contacts, I guess. but whatever.


I suggest having at least one contact in law enforcement like local police or rent a cop, being able to get info from there point of view is always useful, plus if you have high loyalty as long as you donīt stir up to big of a mess you might get a get of jail free card.
Cthulhudreams
Check the MBW thing with your GM. I'd slap you down if you tried that (bluffing MBW as other stuff), as it's computers that do cyberware scanning and matching, not people. You don't fast talk them out of anything.

You're right about the assault rifles - but the restricted one with the laser sight does have two definate uses - 1) You can keep it in your car and not be in a world of hurt if you get pulled over 2) It's good for mages who might not have googles with smartgun links.

As for guns - Its not assault rifles, it's automatics! It's straight up better except for a street sammie who's going to use a monowhip all other times and a sniper rifle when it's big guns time.

Machine Pistols = same role as pistols

SMGs = Maximum firepower that you can still hide under your coat

Assault rifles = Better than Sniper Rifles as they do burst fire - which means that except for some ultra long range shooting the Assault rifle is more likely to hit and for all practical purposes are as good as LMGs.

Generic_PC
I actually posted a new thread to see if scanning cyberware is covered by the rules. If it isn't, I'll ask my GM. I suppose automatics has it's uses, but I might as well just skill-chip it if need-be.
Dakka Dakka
I'd really reconsider taking simsense vertigo if you want to rely on ranged weapons. Smartlink is Simsense. The negative quality negates the bonus.

As it has been mentioned before, the monowhip is not so good a choice. It is dangerous, illegal and needs a special skill. Shock Gloves or Stun Batons have about the same stopping power and are legal, not to mention that you can't slice up yourself with them. To have Unarmed Combat is never totally useless and with clubs you can even use your firearms in melee (if they're hardened).
Generic_PC
Hmm. I guess that unarmed combat is never bad. Enough people seem worried about me decapitating myself that I'll switch.

Shock Gloves aren't bad. Is there an alternative that doesn't need to be charged? I'll grab those and hope I can sneak some muscle augmentations as my next piece of 'ware.

If Smartlink counts as simsense, I'll def. have to change that. How about a Moderate Allergy to Peanuts and I'll drop Weak Immune System. (or Addiction, or Incompetent...)(to get under the -35 cap)

I'm still looking for contacts. I've got 19 points, so Tristan is no slouch. I was also thinking about dropping Pistols 3 (+12), Dodge down to 1(3 with MBW)(+4), Perception down to 1(3)(+4), Influence down to 3(+10) and buying Firearms at 3. I know I don't need all the skills, but they're nice...

If not, I need to decide between Automatics, Pistols or Longarms. Longarms is pretty much out, so...

Also, how does someone feel about Skillsofts? Considering they cost 12000 for one at 4, or 2.5 BP, and a comparable skill (rank 4) costs 16 BP...
Dakka Dakka
QUOTE (Generic_PC @ Nov 8 2009, 09:25 AM) *
Hmm. I guess that unarmed combat is never bad. Enough people seem worried about me decapitating myself that I'll switch.

Shock Gloves are good. I'll grab those and hope I can sneak some muscle augmentations as my next piece of 'ware.
Just remember that Strength is irrelevant for Electrical damage. There is no double damage, but you get -2 for the attacke since you only have to touch the opponent to zap him.

QUOTE (Generic_PC @ Nov 8 2009, 09:25 AM) *
If Smartlink counts as simsense, I'll def. have to change that.
It is mentioned explicitly in the description of the quality.
QUOTE (Generic_PC @ Nov 8 2009, 09:25 AM) *
How about a Moderate Allergy to Peanuts and I'll drop Weak Immune System. (or Addiction, or Incompetent...)(to get under the -35 cap)
Personally I don't like they way incompetence is handled mechanically at all and I especially would not take incompetence First aid, since even an unskilled character may save a teammate with the right equipment, especially if edge is involved. The others are easy bonus points. Ask your GM If Peanuts are common or uncommon. If you look at today's food products, I'd judge the former.

@Skillsofts: You can't use Edge on Skillsoft tests. With an Expert system (additional ware, possibly incompatible with the MBW) you can only use edge to reroll a failed test. In SR4A they cost 10kĨ per rating. According to Unwired you can use pirated Skillsofts for 1kĨ per rating.
Generic_PC
QUOTE (Dakka Dakka @ Nov 8 2009, 01:48 AM) *
Just remember that Strength is irrelevant for Electrical damage. There is no double damage, but you get -2 for the attacke since you only have to touch the opponent to zap him.

It is mentioned explicitly in the description of the quality.
Personally I don't like they way incompetence is handled mechanically at all and I especially would not take incompetence First aid, since even an unskilled character may save a teammate with the right equipment, especially if edge is involved. The others are easy bonus points. Ask your GM If Peanuts are common or uncommon. If you look at today's food products, I'd judge the former.

@Skillsofts: You can't use Edge on Skillsoft tests. With an Expert system (additional ware, possibly incompatible with the MBW) you can only use edge to reroll a failed test. In SR4A they cost 10kĨ per rating. According to Unwired you can use pirated Skillsofts for 1kĨ per rating.

I don't see why the Monofilament Whip being forbidden is such a problem when it's implanted in my finger. Hmm. (Also, I have 10 dice to roll. This means that 5 have to come up for a glitch... I'm still not convinced. Admittedly, murdering yourself is a problem, but...)

@Skillsofts: According to the book I have, they're 3000xRating. I guess I probably need to update to SR4A anyway...

Whats wrong with pirated 'softs?

@Shock Gloves: If I go the unarmed combat route, Is there something that passively adds to damage, other than hardliner gloves? Shocking someone is nice (especially with 5S+staging averages of 7 agility+ 3 unarmed combat, or 8S), but is limited to 8 shocks before re-charging.

Alternately, Do I need a melee skill at all? I was assuming you did, since otherwise you die in melee, (at least, in SR3, you did. It wasn't even for damage, it was just keeping the troll with the sword away.) but if not, then an easy solution is to drop the whip altogether, cannibalizing the points to go somewhere else.
Dakka Dakka
QUOTE (Generic_PC @ Nov 8 2009, 10:27 AM) *
I don't see why the Monofilament Whip being forbidden is such a problem when it's implanted in my finger. Hmm. (Also, I have 10 dice to roll. This means that 5 have to come up for a glitch... I'm still not convinced. Admittedly, murdering yourself is a problem, but...)
Cyberware scanners are cheap and easy to install/use. If the compartment is found, you'll probably have to open it. For shock gloves you can get a (fake) license.

QUOTE (Generic_PC @ Nov 8 2009, 10:27 AM) *
Whats wrong with pirated 'softs?
They degenerate over time.

QUOTE (Generic_PC @ Nov 8 2009, 10:27 AM) *
@Shock Gloves: If I go the unarmed combat route, Is there something that passively adds to damage, other than hardliner gloves? Shocking someone is nice (especially with 5S+staging averages of 7 agility+ 3 unarmed combat, or 8S), but is limited to 8 shocks before re-charging.
Ask your GM if there are exchangeable batteries. Don't forget the disabling effect of electricity.

QUOTE (Generic_PC @ Nov 8 2009, 10:27 AM) *
Alternately, Do I need a melee skill at all? I was assuming you did, since otherwise you die in melee, (at least, in SR3, you did. It wasn't even for damage, it was just keeping the troll with the sword away.) but if not, then an easy solution is to drop the whip altogether, cannibalizing the points to go somewhere else.
Actually you don't. Dodge/Gymnastics work just as well as defense against melee as a close combat skill. Also you cannot die from attacking someone in melee generally, as was the case in SR3.
If you always want to use firearms for offense, take a look at the Martial Arts in Arsenal. Some allow you to reduce the penalty for being in melee while shooting.
Cthulhudreams
It's a total joke to drop the monowhip for a couple of reasons:

1) Hand to hand combat is 'pre gimped' in the SR4 system by requiring a complex action to use. Thus you to keep up with the street sammies 2 x simple actions -> kill you need to drop someone with every hit. Shock gloves will not do this for you. At this point, it becomes stupid to melee anything and switch to a concealable SMG with stick and shock. You will literally kill things twice as fast as meleeing.

2) the chance of critical glitching is practically zero.

3) The mono-whip is the only item you can practical sneak past security as it will fit in the finger tip compartment and is essentially undetectable, while shock gloves are very detectable.

Also check with your GM. There are two descriptions of exotic melee weapon in the book, 1 saying that you only have to choose it once and can use it for all exotic melee weapons, and once saying you have to take it each time. Most people run B, but that makes the skill only worth taking for monowhips - no-one ever uses a monofilament chainsaw.

But either way, planning on concealing a weapon and/or meleeing things really does require the monowhip.
Thanee
Also, it's easier to defend against melee attacks, as you get your Close Combat skill or Dodge to roll in addition to your Reaction. wink.gif

Bye
Thanee
Generic_PC
My GM has said that only high level cyberware scanners will be able to identify cyberware. This is good, as it means that unless I'm walking into the aztechnology pyramid, I should be fine. Even if I'm doing that, I can just sneak in via a window of something that is behind the security checkpoint. Sure, eventually they'll find the hole, but by then, I'll be gone, assuming I'm careful.

Apparently, the general consensus on Mono whips is split. I think I'll keep it. Whose gonna see the fingertip compartment when I have a set of possibly illegal wires running through me?

@Dakka Dakka: The disabling effect of electricity is nothing to rely on. It uses two attributes, both of which are common to have high, especially body for the kinds of people getting into melee. Then, it only need 3 hits, which is an average of 9 dice. How many street sams could pull 9 dice from body alone?

I suppose security guards are more vulnerable, but I don't want to be leaving paralyzed security guards around. I want no witnesses, or, no knowing witnesses. I'm fine walking through the checkpoint, having like 6 guys see me, and walking out again with them not knowing what I did.
Dakka Dakka
QUOTE (Generic_PC @ Nov 8 2009, 06:21 PM) *
@Dakka Dakka: The disabling effect of electricity is nothing to rely on. It uses two attributes, both of which are common to have high, especially body for the kinds of people getting into melee. Then, it only need 3 hits, which is an average of 9 dice. How many street sams could pull 9 dice from body alone?
I agree that it is far from foolproof, but it is a nice extra, and an additional -2 to the opponent isn't bad either and you need 2+ net hits to incapacitate with a monowhip as well. Also most 'ware only adds to body for damage resistance tests. The test for incapacitation is not a damage resistance test.
On a related note, guards lying around unconscious usually generate a different response than diced guards and lots of blood.
Generic_PC
But when the whip comes out, you aren't worried about the clean-up. You're worried about living. When the whip comes out, I will have discarded all other options. Its plan Z, essentially. I fail to see why an extremely dead guard is any different from a incapacitated one, accept that he can't get up, have a grudge, tell the corp about you, etc. I'm not using the mono-whip as the first option. Thats retarded. If I wanted to play a game like that, I'd play D&D.
exSaint
QUOTE (Generic_PC @ Nov 8 2009, 02:42 PM) *
But when the whip comes out, you aren't worried about the clean-up. You're worried about living. When the whip comes out, I will have discarded all other options. Its plan Z, essentially. I fail to see why an extremely dead guard is any different from a incapacitated one, accept that he can't get up, have a grudge, tell the corp about you, etc. I'm not using the mono-whip as the first option. Thats retarded. If I wanted to play a game like that, I'd play D&D.


While a corp won't be impressed that you're stealing their goods/data/people or whatever they'll be more impressed and more likely to take out a contract on you if you leave the scene a bloodbath, instead of leaving the guards alive
Dakka Dakka
I agree with exSaint here and would even go a step further saying that the corp may eve try to hire you if they witnessed first hand that you got the job done with minimal collateral damage.

@Plan Z: When it's that bad, I'd prefer to use ranged weapons and even then with SnS or capsule rounds with Laes for people and APDS for vehicles. Less corpses mean less loss for the corp means less heat from them.
Glyph
I may be kind of cynical, but I think most corporations will be more upset with runners waltzing out with their new prototype, and costing them millions of Nuyen, than they will be over a few minimally-trained and easily replaceable guards being scragged.

I think there is a line that shadowrunners try not to cross, and too much gratuitous bloodshed will make the corporation take it personally, rather than as a cost of doing business. But I don't think a few dead guards will do that - it's things like blowing up buildings, massacring office workers, and suchlike that will get the HRT squad sent after the runners.

The main drawback to the monofilament whip is that it is only good for those life-or-death situations, and is not scalable to less dangerous situations such as barroom brawls. Once the monowhip comes out, it is likely someone is going to die. Also, it is conspicuous - stab wounds and contusions are fairly common, but dismembered limbs stand out a bit more.
Generic_PC
Glyph raises a good point, in that corporations, after the theft, will be more worried about getting their prototype than getting new guards. The bottom line.

As to the last little bit: This is a character that would prefer to avoid fighting. Once the gloves come off, the bets are off too. As a character, he'd be one of those people who believes that an excess of force is preferable to mercy. Obviously, for a Bar Brawl, he wouldn't be so brazen as to start whipping the whip around. He'd just walk out when it started, or hope like hell that his agility and luck can save his face.
Cthulhudreams
CS gas is so cheap there is no reason not to have some. It's even legal. While taking it into a random bar might not be a bright idea, carrying some around when checking out squeaky clean in a pat down isn't a requirement is certainly a good idea. It's a dystopic and heavily polluted future with outbreaks of acid rain that is so acidic that it burns you, so carrying around a gas mask is probably even justifiable.
Saint Sithney
QUOTE (remmus @ Nov 7 2009, 07:28 PM) *
F stands for Forbidden, simply itīs considered so illegal not even the best of lience fake or not can stop corp security, Police or rent a cop companies like Lone Star to arrest you on site.


You just need a 2nd license for forbidden gear, just like today. For instance you need a demo license to buy/own dynamite. Doesn't mean a cop isn't going to detain and question a guy carrying dynamite and a pre-ban AK-47, but if your papers are in order, then you're good to go.

As to the topic of the Plan Z monowhip, for just .15 more essence than the finger compartment, you can get that cyberhand I mentioned and drop an autoinjector in at no extra capacity cost. Nothing says "Plan Z" quite like an autoinjector full of Nitro. Also the extra capacity point lets you plop in an orientation system so you can combine it with a mapsoft/blueprint of the building in order to use AR to always know exactly where you are in the building in relation to everything else. Makes bluffing a lot easier if you know your way around the place. And if you get the obvious cyberhand, you've got enough room left to put in that nanohive as well. Just don't forget to check out the limb customization rules on p.44 of Augmentation to make sure that the limb's base stats match your own.
Cthulhudreams
I'm pretty sure the book limits gear with an F on it to state militaries and other such organisations.
Dakka Dakka
QUOTE (Saint Sithney @ Nov 10 2009, 12:17 AM) *
You just need a 2nd license for forbidden gear, just like today. For instance you need a demo license to buy/own dynamite. Doesn't mean a cop isn't going to detain and question a guy carrying dynamite and a pre-ban AK-47, but if your papers are in order, then you're good to go.
Look at the description of Availability and Licenses. You cannot get a License for forbidden goods. So a fake one would not make any sense.

QUOTE (Saint Sithney @ Nov 10 2009, 12:17 AM) *
As to the topic of the Plan Z monowhip, for just .15 more essence than the finger compartment, you can get that cyberhand I mentioned and drop an autoinjector in at no extra capacity cost. Nothing says "Plan Z" quite like an autoinjector full of Nitro. Also the extra capacity point lets you plop in an orientation system so you can combine it with a mapsoft/blueprint of the building in order to use AR to always know exactly where you are in the building in relation to everything else. Makes bluffing a lot easier if you know your way around the place. And if you get the obvious cyberhand, you've got enough room left to put in that nanohive as well. Just don't forget to check out the limb customization rules on p.44 of Augmentation to make sure that the limb's base stats match your own.
Interesting Idea.
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