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Krrayn
The game I play in is undertaking a "reboot" of sorts, and coincidentally the same day we discussed this, I was shown my first episode of Leverage. I'm thinking about making a physical security specialist in the vein of the blonde chick whose name I forget - not a Matrix hacker, but someone who can physically bypass various forms of meatspace security.

I'm thinking about an Elf with focus on Agility and Intuition, with skills like Gymnastics, Infiltration, Hardware, that sort of thing.

Any suggestions on qualities, 'ware, gear?

Thanks in advance.
Draco18s
Gear:

Cellular glove mold
Lockpicks
Maglock passkey
Key sequencer
Keycard duplicator
Glasscutter
Detcord (and some cheap plastic explosive)
Monofilamnet chainsaw

You'd also benefit from anything that allows you to change your voice and irises.
Catadmin
She'd need at least a rudimentary (above Average) hacking and computer skillset, though, to get through the physical security.

Knowledge skills: security systems, security protocols, contacts with security system builders or testers (or both), research skills for finding out this information if she doesn't have contacts.

Other skills, theft and pick-pocketing. Sleight of hand or palming. A variation on forging, specific to creating fake key cards for security systems.

A kit for building misc. tools needed for specific jobs that aren't generally used for every job? Not sure about this one. Probably talk it over with your GM.

Karoline
QUOTE (Draco18s @ May 24 2010, 04:48 PM) *
Gear:

Cellular glove mold
Lockpicks
Maglock passkey
Key sequencer
Keycard duplicator
Glasscutter
Detcord (and some cheap plastic explosive)
Monofilamnet chainsaw

You'd also benefit from anything that allows you to change your voice and irises.


Be careful with most of that gear. The sequencer is useless, and the passkey is a bad bet unless you are desperate or unskilled. Same with the duplicator and glove mold, as well as things like voice modulators and retinal duplicators, they all rely on an opposed test of max 6 dice vs a max of 6 dice, so you're going to get burned often. Autolockpicks however are great because they add their rating just like a medkit does. I do have to agree with the cutter, cord, explosives, and chainsaw.

Main skill is obviously going to be infiltration, followed by hardware. Things like climbing and gymnastics would be nice for getting to hard to reach targets. Demolitions is good for using the detcord to cut through stuff (I've seen it used first hand to cut out pretty shapes in walls) if you really need to. Chemistry skill might also be handy for getting through DNA scanners, though they can be a serious pain. Disguise is good for facial scanners and just plain getting past security and such. Con is also helpful in the latter regard.

A tiny bit of hacking skill might be nice, maybe go for 3's in the various programs to keep costs down, combined with a decent hacking skill and maybe if you want a couple of high grade programs like stealth.
Valashar
Ah, Parker. One of the creators, John Rogers, wrote up her True20 stats a while back, and after a brief conversation encouraged me to translate them into Shadowrun. Don't know if I've still got them around anywhere except my sent email folder, though.

She's sneaky, nimble, and can crack damned near any physical security system. Agility, Logic, Intuition. Perception, Locksmith, Hardware, Gymnastics. Take Draco18s gear list and add in a hardware toolkit.

And watch more Leverage. It only gets better. smile.gif
Falanin
QUOTE (Karoline @ May 24 2010, 03:17 PM) *
Be careful with most of that gear. The sequencer is useless, and the passkey is a bad bet unless you are desperate or unskilled. Same with the duplicator and glove mold, as well as things like voice modulators and retinal duplicators, they all rely on an opposed test of max 6 dice vs a max of 6 dice, so you're going to get burned often.

These tools can still be useful if you can edge the tests. I'm not aware of any particular rule against it, (though I'm not near my books atm) unless your GM wants to apply the same rules that skillsofts use. Honestly, I'd raise the edge of any character that often needs to operate solo. Without backup and/or overwatch, a single failure can get REALLY painful really quickly.
nezumi
QUOTE (Valashar @ May 24 2010, 04:29 PM) *
And watch more Leverage. It only gets better. smile.gif


That's good, because after around the 3rd episode it got kinda hokey.
Smokeskin
Here's my intrusion specialist. She only has 2 IPs and doesn't take incoming fire well, but she's quite competent at everything else - hacking, stealth, perception, con, even taking guards out with melee or pistols, and if she gets compromised Erased takes care of it. Throw in a few specs during play - Hacking(Exploit), Infiltration(Urban), Hardware(Maglocks), and it all gets better. You could drop 2 specs and get another skillpoint, a bit more cost effective. The only thing I don't like is only rolling 9 dice on Hardware tests and only having 2 Edge, but with the wide skillsets you can't get everything.


Metatype : Human
Mundane

Attributes
Body: 3
Agility: 5 (9)
Reaction: 2 (4)
Strength: 2
Charisma: 5 (cool.gif
Intuition: 5
Logic: 3 (linked skill rolls +2 dice/+3 dice VR/AR)
Willpower: 2

Edge: 2
Initiative: 9
Essence: 0,75

Knowledge Skills
: N
Game Theory : 2
Tradecraft : 4
Security Procedures : 4
Accounting : 2
Safe Houses : 1
Matrix Security : 5
Security Design : 4
Terrorism : 2

Active Skills
Computer : 4
Data Search : 4
Hardware : 4
Software : 4
Disguise : 4
Inflitration : 4
Palming : 4
Shadowing : 4
Cybercombat : 4
Electronic Warfare : 4
Hacking : 4
Pistols (Semi-Automatics) : 1
Unarmed Combat (Cyber-Implants) : 1
Perception : 3
Con (Impersonation) : 4
Negotiation : 1


Positive Qualities
Erased
Codeslinger (Hacking on the Fly)(10 BP)
Restricted Gear (Muscle Toner 4)(5 BP)
Genetic Heritage (PuSHeD +1 Logic skills)

Negative Qualities
Prejudiced 3
Addiction, mild
In Debt 3

Cyberwares
Datajack
Hot-Sim Module
Encephalon Rating 2
Commlink (1/2)
Shock Hand
Cybereyes Basic System (Rating 2)
+ Smartlink
+ Low-Light Vision
+ Vision Enhancement (Rating 3)
Wired Reflexes (Rating 1)

Biowares
Muscle Toner 4
Tailored Pheromones 3

Weapons
Ares Light Fire 70 (+ 100%)
Smartgun System, internal
Silencer (+ 25%)
3x Spare Clips
8x Flechette Rounds (10 shots)

Armors
Armor Vest

Vehicles

Commlinks
Signal Upgrade (5)
Response Upgrade (5)
Commlink : CMT Clip
Analyze (Rating 5)
Browse (Rating 5)
Edit (Rating 5)
Scan (Rating 5)
Attack (Rating 5)
Decrypt (Rating 5)
Exploit (Rating 5)
Sniffer (Rating 5)
Spoof (Rating 5)
Stealth (Rating 5)
Agent/IC/Pilot (Rating 4)
Biofeedback Filters (Rating 3)
Armor (Rating 4)

Equipments
Fake Sin (Rating 3)
Fake License (Rating 3)
Tool Kit

Contacts

Contacts
Fixer (L:1 C:3)
Banaticus
Well, if you're willing to lose some essence, you can cut down on how many skills you're buying by buying a skillwire set (rating 4), then activesofts at rating 4. It's 40k for each activesoft, which is 8 BP. Buying a skill at 2 is also 8 BP, but you get the skill at 4 with the activesoft. If you ever want to raise it, though, you have to start karma from rank 0, so it'll be 32 karma to raise that skill up to rank 5 if you were relying wholly on the activesoft.
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