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NumptyScrub
Pursuant to the latest Session of DOOM I am linking the 2 characters I created that have survived the cut, in the hopes that minds immeasurably greater than mine can point out all the schoolboy errors, idiotic choices, and plain retarded munchkinism and show me how to make them better.

Not necessarily more powerful, but better balanced, and capable of taking their place in our doomed TPK-waiting-to-happen with heads held high (or at least ducked behind the nearest piece of street furniture while Lone Star or the Yaks empty a van full of ammo into it).

First up is the one I am playing: Caine T. Longshot (chummer file) who is no longer a sniper, as I think I fired 3 rounds in 7 sessions, and the Barrett 121 we bought him in session 3 is still in the wrapper. I freely admit the move from adept sniper to Mys-ad ninja was to take advantage of karmagen, as you can Initiate in karmagen smile.gif

Second is our Faceman (chummer file) who I built after realising we had no character with a Negotiate better than 4 dice. I had also (unfortunately) just been reading a post referencing pornomancers, hence this dubious one-dimensional monstrosity. He is an awesome face, but no use at anything else particularly.

Edit: I forgot to mention that we were given the limitation of only material from SR4A or Arsenal (no Street Magic or Augmentation etc.) which is why you may see glaring omissions of stuff you were expecting to see. I just used Chummer set to SR4A and Arsenal, with (where possible) a copy of the books on hand to look up descriptions.

RIP Mr. Happy Punch (chummer file) who was probably the most (accidentally) balanced character I built, as I wasn't sure what the player he was for wanted to play as. He has since been "retired" into the hacker char that Zod's player built, when we realised this whole Matrix thing was actually bloody useful after all.

Please feel free to pull no punches, I am old enough (and ugly enough) to be able to take criticism un-edited, and stupid enough to let the true bile flow past unheeded. Hyphz willing, after taking your sage advice into account I will be providing freshly rebuilt (yet again) characters for him to veto as he sees fit smile.gif
Paul
Sorry to throw the rhythm off, but what are you using to generate these characters? Is that the Chummer generator?
Ryu
First things first. Caine T. Longshot.

What team role are you going for? Mechanically I would currently be looking at an Ork with a tradition tied to Intuition 5, as Binding does not seem to be present, reducing the value of high CHA. Free Body and STR is better than a single drain resistance die.

Focussed Concentration is IMO too expensive. Go for Trauma Dampener (+++) and Platelet Factory (+) later. A reverse side of low WIL and no spell defense is that magic 5 - spells limited to 5 hits without overcasting - is sufficient to dominate your not-level-scaling average opposition. High magic can very well be not worth it. If you go for CHA do it properly and take the Influence skill group. If need be instead of Electronics.

Play a full mage and replace Imp. Reflexes 3 with a sustaining focus(health). The information to be gained from astral perception alone will pay for that change.


What do you want to play? We can provide mechanical assistance AND features you might like.





Seriously Mike
Numpty, where's the other half of your free Knowledge points? You should have 18, I see only 9 spent. 10 if we count specialization.
And why the hell another "Incompetent: Archery" BS disadvantage? I thought only Zod could pull this kind of stupidity.

I'll take on the Facepalm, er, Faceman tomorrow. At the first glance, he seems to be an utter vegetable, with Logic at 1. Also, getting killed by a well-thrown angle grinder disc is going to be very humiliating for him.

That and you're more than welcome to post these questions in the "Character clinic" thread.
Glyph
Augmented skill is limited to 1.5, rounded down, meaning the most you can get is 2 points in improved ability for a skill at 4. Kinesics has been capped at 3 in the eratta, as well as in SR4A. So all of the faceman's adept abilities are too high.

Overall, any Attribute at 1 is a serious weakness, and any skill at 1 is generally not going to be effective. Skill groups are only good if you plan on using every skill in that group. For a character that shouldn't be in combat as much, getting the pistols skill at 2, with a specialization in semi-automatics, would be way more effective than the firearms skill group at 1.

I would take another look at Charisma and Magic. Changing Charisma to 7 and losing the exceptional Attribute quality, and dropping Magic to 5 (4 after Magic loss) will free up 55 points - enough to raise his Strength, Logic and Edge to a less precarious rating of 2, get the First Impression quality, and spend 20 points beefing up his non-social skills (although I would definitely consider getting at least a point in intimidation, so you aren't defaulting when resisting it).

Also, tailored pheromones take 0.60 Essence. I would think about ditching the skin pocket and getting muscle toner: 2 instead. If you're going to take an Essence hit, get all of the advantage that you can out of it. I would also consider changing the Pacifist quality into something like low pain tolerance or combat paralysis - something that still shows combat isn't this guy's preferred thing, but which will let him fit in with his raving psycho fellow runners better.
Yerameyahu
As a general rule, I'd say to avoid *all* BP-pits like Exceptional Ability, hard-maxing, and so on. Paying triple the cost for +1 DP is just not cost effective for the majority of things. smile.gif
ZeroPoint
and it doesn't really make sense for a starting runner...which i think is there is that additionally cost..to dissuade people from being munchkin characters right out of the box
Ryu
There are no free knowledge skills under karmagen, only BP-gen has those.

It looks like all of your builds have access to adept powers. From what you said in the session-8-thread, I assume this is for the long-term growth potential? The part about fresh chars being weak? As you noticed, this is not necessarily true. Besides that, the need to buy magic, and magic loss upon receiving augmentation, often costs more than it is worth (IMO). Do you prefer to play Elf? If yes, good, else, note that mechanically they are a fringe option. Too little bang for the buck. The baseline option is an Ork, if size does not matter a Troll.


LetŽs continue with Caine, since you are the player and can tell us where to go. First, ignoring the Imp. Ability rating, you only have a Spellcasting magic of 2. You DID pay a hefty chunk of 135 karma to get magic to 7, and in return you get a spellcasting magic of 2, and initiative you can get from a single spell which you actually own. Increasing your very low spellcasting pool will be very expensive, as you are missing out on a potential 5 dice allocated to adept powers instead.

IŽll take a different turn - Dawg is your team mage, two can be a bit much - and go for "bioware ninja taking advantage of karmagen". Sell all the magic stuff and cash in on the karma. You get: 135 from magic, 70 from qualities, 40 from spells, and 59? from skills. (Could be worth it if you didnŽt have to split your magic rating). 294 karma to spend.

1) We build an augmented char, so budget 50 karma for ressources.
2) You did a good job with the attributes. WeŽll switch Willpower and Intuition, to help with Perception, Initiative and knowledge skills. AGI 5 and STR 4 are now affordable. 65 karma.
3) 2*Restricted Gear + Muscle Toner 4 + Suprathyroid Gland. "Somewhat" better than the illegal Imp. Ability (Infiltration) 4. 20 karma.
4) Athletics 2 + Synthacardium 3. This kind of athletics pool removes the absolute need for Leviation. 20 karma.
5) Firearms 3 + Unarmed 3 + Influence 1. 80 karma.
6) Stuff you want, if possible including a Synaptic Booster. 69 karma.

Should end at:
Bod 4(5) Agi 5(10) REA 3(4) STR 4(5) CHA 6 INT 5 LOG 3 WILL 3

With Athletics at an effective 5, you can go places without casting spells. With Firearms and Unarmed you can reliably put out damage, as opposed to Force 4 spells cast with 6(+boni) dice. There is a decent chance you can talk your way out of conflicts. Any AGI-based skill you pick up is immediately at a workable dp size. For the Ninja STR 5 comes in handy for thrown weapons.
Ryu
The following stuff is incompatible with the suggestion of "bioware ninja":

QUOTE
INITIATE GRADE: 2
METAMAGICS
Additional Power Point SR4 0, Centering SR4 198


Permitting initiation at chargen is a (common, I believe) houserule. The option of Additional Power Point is now a suggested optional rule for Adepts in Street Magic.

If you are allowed to do both, ask if you can also buy metamagics for 15 karma a piece. Reduce magic to 6, buy two additional PPs for Initiation and get 2 metamagics for 30 karma. Spend the 5 karma left over on starting with a magical group.

Or reduce magic to 5, initiate to grade 3 (still "8" magic to split), and get 3 additional metamagics.

My GM would at this point be looking for The Precious in order to hit me with it.
Traul
Faceman is not so bad. Apart from his powers that break the cap, he is pretty much the standard optimised face. With the points saved as Glyph explained, you should get enough room to make him a decent sammy dabbler too: Pistols 4, Increased Reflexes 1, Muscle Toner 2 and you're good to go. You should get a couple of points in Infiltration too to get the most use of your high AGI.

As for Caine, you first need to decide what he is supposed to do. You should probably forget about Mystic Adept: it's too much headaches for a first character.

It has already been mentionned that Initiation at chargen is only an optional rule. In a group mixing BP and karmagen, the GM should not allow it, if only to be fair to the other mage.
NumptyScrub
all very valid points, and the reason I posted the thread smile.gif

I was initially going for an infitration specilist (while being dumb enough to think that meant "make infiltration very high") and added sniper as I thought that fit the archetype. Now, I'm thinking I should be the party b&e specialist while still managing to not be useless at combat. We have dakka, we have magical dakka, we have hakka, but none of them are actually any good at picking locks or skulking in shadows, so I think I need to be filing that void.

Thanks for clarifying the adept rules regarding skills (and esp regarding the blatantly broken kinesics), that makes a lot more sense and means that skillwires are not as suboptimal as I thought they were compared to adept skill boosts. Chummer lets you buy all of those up to your Magic value, so (being a munchkin) I didn't question whether I should be looking for rules clarifications to ensure that was the correct behaviour. I also saw somewhere that dicepool boosts to skills are capped at +(skill rating/2), is that correct? Meaning that to get 3 bonus dice to infiltration from a source (adept, skillwires), I'd need Infiltration 6. Infiltration 4 would cap the bonus dice at 2, even if I had skillwires 3?

It's awesome how some of the simplest looking system concepts (here, roll a bunch of d6) can become so involved... biggrin.gif
Mardrax
QUOTE (NumptyScrub @ Sep 27 2011, 02:14 PM) *
I also saw somewhere that dicepool boosts to skills are capped at +(skill rating/2), is that correct? Meaning that to get 3 bonus dice to infiltration from a source (adept, skillwires), I'd need Infiltration 6. Infiltration 4 would cap the bonus dice at 2, even if I had skillwires 3?

You are absolutely correct.
Ascalaphus
QUOTE (Mardrax @ Sep 27 2011, 01:24 PM) *
You are absolutely correct.


Do you have some page number for that? It doesn't sound familiar at all. (Not that I'm saying it's a bad idea, I just want to read it myself.)
Yerameyahu
Skillwires *replace* your skill, and god help you if you try to pull that 'I use my specialization with my skillwires' crap. biggrin.gif

And, no. There's no RAW dice pool mod cap like that. There's an option 20-or-2x rule, and there's the rule that *skill boosts* can't exceed 'augmented skill'—but that's not dice pool modifiers. AFAIK, only Adept powers and Reflex recorders directly increase skill (i.e., are 'skill boosts').
NumptyScrub
In which case, Zod likely does not have 26 automatics, and it may actually be more like 18 automatics. That may help bring the party back into manageable pools without Hyphz having to rewrite whole swathes of material smile.gif

For Caine I'm going to go with the aug / bioware suggestions from Ryu above when I get home and see what I can come up with. I think Restricted Gear is in one of the sourcebooks were are not using atm (just SR4A and Arsenal) so I'll go with whatever fits chargen rules, and then post back smile.gif

Glyph had some good points about the face as well, so once I've dropped the adept boosts to legal levels I'll have a play at adding some useful skills and ungimping his opther stats. I'm not allowed to chargen at work so that will have to wait until I get back too wink.gif
Mardrax
QUOTE (Ascalaphus @ Sep 27 2011, 02:38 PM) *
Do you have some page number for that? It doesn't sound familiar at all. (Not that I'm saying it's a bad idea, I just want to read it myself.)

Whoops. Misread a bit.
Indeed. It's skill boosts themselves that can't exceed skill*0.5. Dice pool modifiers are a different game entirely.
Still stands that you can't stack 3 levels of Improved Ability and a Reflex Recorder and another Reflex Recorder for the Skill Group. Not to get a +5 to your skill anyway. wobble.gif
Ascalaphus
QUOTE (Mardrax @ Sep 27 2011, 02:12 PM) *
Whoops. Misread a bit.
Indeed. It's skill boosts themselves that can't exceed skill*0.5. Dice pool modifiers are a different game entirely.
Still stands that you can't stack 3 levels of Improved Ability and a Reflex Recorder and another Reflex Recorder for the Skill Group. Not to get a +5 to your skill anyway. wobble.gif


Are you sure? I mean, there's a limit to Improved Ability, and a limit to Reflex Recorder, but AFAIK they don't mention limits to the combination.
HunterHerne
QUOTE (Ascalaphus @ Sep 27 2011, 09:53 AM) *
Are you sure? I mean, there's a limit to Improved Ability, and a limit to Reflex Recorder, but AFAIK they don't mention limits to the combination.


However, there is a limit to augmented skill rating. Which both of them apply to.
NumptyScrub
QUOTE (HunterHerne @ Sep 27 2011, 03:03 PM) *
However, there is a limit to augmented skill rating. Which both of them apply to.

So you can have Improved Con 3 (skill at rating 6), and Kinesics 3 and they should stack, as Improved Con would count as augmenting the skill rating, but Kinesics "provides a dice pool bonus to social checks" (not guaranteed to be an exact quote, I do not have the books here). Assuming that Tailored Pheromones 3 also "provides a dice pool bonus to social checks" then theoretically that also stacks?

So in context, you have Attribute 8 (Cha) plus skill rating 9 (6 for actual skillpoints and 3 for Improved Con) plus 6 miscellaneous modifiers (3 from Kinesics and 3 from Tailored Pheremones). None of the modifying sources can provide more than 3 dice each for a rating 6 skill.

Or, does Improved Con 3 modify your skill rating to 9? Meaning Improved Con can only go to 3 (cap on augmented skill rating), but Kinesics before it was hard capped could in theory be 4 (or 5 if rounding up)?

Apologies for all the questions, but I think our group need to know these things so we can properly audit our characters smile.gif
HunterHerne
QUOTE (NumptyScrub @ Sep 27 2011, 10:28 AM) *
So you can have Improved Con 3 (skill at rating 6), and Kinesics 3 and they should stack, as Improved Con would count as augmenting the skill rating, but Kinesics "provides a dice pool bonus to social checks" (not guaranteed to be an exact quote, I do not have the books here). Assuming that Tailored Pheromones 3 also "provides a dice pool bonus to social checks" then theoretically that also stacks?

So in context, you have Attribute 8 (Cha) plus skill rating 9 (6 for actual skillpoints and 3 for Improved Con) plus 6 miscellaneous modifiers (3 from Kinesics and 3 from Tailored Pheremones). None of the modifying sources can provide more than 3 dice each for a rating 6 skill.

Or, does Improved Con 3 modify your skill rating to 9? Meaning Improved Con can only go to 3 (cap on augmented skill rating), but Kinesics before it was hard capped could in theory be 4 (or 5 if rounding up)?

Apologies for all the questions, but I think our group need to know these things so we can properly audit our characters smile.gif


The dice pool of 23 from the various maxed attributes, skills, wares, and powers is correct. It's stupid easy to get some skills exceptionally high, and GM's should feel free to do the same with NPC's, where appropriate. Also, keep in mind the Social modifiers table, as that can raise, or, more likely, dwindle, the social pool dramatically.
Yerameyahu
Yes. Very few things are actually 'direct skill increases'. Adept Improved, Reflex Recorder… is that all? Everything else is DP mods, and those aren't subject to the augmented (1.5x). DP mods have an optional (and usually pointless) cap at 20 and/or (Stat+Skill)*2, or at least *social* DPs do.
HunterHerne
QUOTE (Yerameyahu @ Sep 27 2011, 10:54 AM) *
Yes. Very few things are actually 'direct skill increases'. Adept Improved, Reflex Recorder… is that all? Everything else is DP mods, and those aren't subject to the augmented (1.5x). DP mods have an optional (and usually pointless) cap at 20 and/or (Stat+Skill)*2, or at least *social* DPs do.


There are some qualities in Runner's Companion that run off the Augmented Skill maximums, but other then that, no, there isn't. Too bad, it would have been better to make those more common, maybe. Or at least, it would change the flavour of how the character was doing it.
Mardrax
QUOTE (HunterHerne @ Sep 27 2011, 05:14 PM) *
There are some qualities in Runner's Companion that run off the Augmented Skill maximums, but other then that, no, there isn't.

From memory at least School of Hard Knocks and Linguist.

Ascaphalus: the quote you're loking for is this:
QUOTE (SR4A pg 68)
Some implants and magic, as noted in their descriptions, may increase the actual skill, creating a modified skill rating, whereas others may simply provide bonus dice to the test (and do not affect the base rating at all). Note that the modified rating is used when calculating costs to improve the skill. The maximum modified rating allowed is 1.5 times the natural rating (making 9 the maximum achievable, or 10 with the Aptitude quality).
Yerameyahu
I agree: it's weird to have a whole mechanic that is almost never used.
Ascalaphus
QUOTE (Mardrax @ Sep 27 2011, 04:34 PM) *
From memory at least School of Hard Knocks and Linguist.

Ascaphalus: the quote you're loking for is this:


Yeah, I'd already found it, although it took me quite a while.

Curiously, skill improvement costs are related to the modified skill rating, while Attribute improvements seem to count only the base rating for karma costs.
Mardrax
QUOTE (Ascalaphus @ Sep 27 2011, 05:53 PM) *
Curiously, skill improvement costs are related to the modified skill rating, while Attribute improvements seem to count only the base rating for karma costs.

I can't find anything on that in the Character Improvement subsection. Where did you find this?
Ascalaphus
QUOTE (Mardrax @ Sep 27 2011, 05:04 PM) *
I can't find anything on that in the Character Improvement subsection. Where did you find this?


Page 68, skill ratings:
QUOTE
Some implants and magic, as noted in their descriptions, may increase the actual skill, creating a modified skill rating, whereas others may simply provide bonus dice to the test (and do not affect the base rating at all). Note that the modified rating is used when calculating costs to improve the skill.


I haven't found a similar passage about Attributes.

And of course augmented Attribute maximums are 1.5 of the maximum base, not the actual base. Why exactly Attributes get an easier time than skills is unclear to me.
Yerameyahu
I dunno if I've ever seen anyone play that way, though. smile.gif
Tymeaus Jalynsfein
QUOTE (Ascalaphus @ Sep 27 2011, 09:42 AM) *
Page 68, skill ratings:

I haven't found a similar passage about Attributes.


Modified Skill Rating is not the same as Augmented Skill Rating, however. Some Qualities actually modify the Skill rating, but do not Augment it beyond 6 (many of the ones in RC, in fact). So, if you have a Modified SKill, then yes, you actually had a Skill Increase, and so your next level of skill costs more. This does not apply to Augmenting a Skill (which takes it above the normal Skill Maximum, ala Adept Abilities or Reflex Recorders), which I see as a big difference.
Ascalaphus
SR4A doesn't actually list anything called "augmented skill". There is Augmented Attribute and there is Modified Skill, but nothing in between.
Tymeaus Jalynsfein
QUOTE (Ascalaphus @ Sep 27 2011, 12:48 PM) *
SR4A doesn't actually list anything called "augmented skill". There is Augmented Attribute and there is Modified Skill, but nothing in between.


Hmmm..... You're right... I could have sworn it was there, but it isn't. Artifact of SR4 maybe? Will have to look.

Edit: Just looked... Very Weird. *shrug*
Not sure where I got that from.
Ascalaphus
It would make a lot more sense if Attributes and Skills had used the same system, both for determining maximum and determining upgrade costs.

As is, Skills get shafted for no apparent reason.
Mardrax
While they're already the weaker choice of the two.
Bodak
QUOTE (Ascalaphus @ Sep 28 2011, 01:53 AM) *
Curiously, skill improvement costs are related to the modified skill rating, while Attribute improvements seem to count only the base rating for karma costs.
QUOTE (Ascalaphus @ Sep 28 2011, 02:42 AM) *
Page 68, skill ratings:
QUOTE (SR4A pg 68)
Some implants and magic, as noted in their descriptions, may increase the actual skill, creating a modified skill rating, whereas others may simply provide bonus dice to the test (and do not affect the base rating at all). Note that the modified rating is used when calculating costs to improve the skill. The maximum modified rating allowed is 1.5 times the natural rating (making 9 the maximum achievable, or 10 with the Aptitude quality).
I haven't found a similar passage about Attributes.

And of course augmented Attribute maximums are 1.5 of the maximum base, not the actual base. Why exactly Attributes get an easier time than skills is unclear to me.
I'm not really sure but is this the kind of thing you're referring to?
QUOTE (SR4A p196)
Improved Physical Attribute
Cost: .75 per level
With this power, you can raise a Physical attribute (Agility, Body, Reaction, or Strength). Each level increases the attribute by one. If you later want to increase the attribute using Karma (p. 269), the cost is based on the total attribute, including the magical improvements. Increasing Reaction with this power also affects Initiative. This power allows you to exceed your natural attribute maximum up to the augmented maximum, but each point over the maximum costs double (1.5 Power points per level).

Ascalaphus
@Yerameyahu: Yes and no. Does that mean that Muscle Toner also increases the cost to raise Agility? Or does it only increase the cost to raise Agility if you also have the Improved Attribute power?

Does this mean that if you're going to upgrade an Attribute, you should take out the relevant Attribute-boosting implants for a week, upgrade the Attribute, and put the implants back in?

Madness!
Mardrax
QUOTE (Ascalaphus @ Sep 28 2011, 03:00 PM) *
@Yerameyahu: Yes and no. Does that mean that Muscle Toner also increases the cost to raise Agility? Or does it only increase the cost to raise Agility if you also have the Improved Attribute power?

I don't think there's anything of the sort for any means of Attribute augmentation beyond Improved Attribute.

Get a Background Count going in (one of your) homes, and spend some time there before improving that atribute, to get rid of the Improved Attribute temporarily. The same holds true for Improved Ability, of course.
Yerameyahu
What's this @Yera business? I didn't say anything about raising attributes.
Mardrax
You do know you and Bodak both have the Evil Twin quality? wobble.gif
Tymeaus Jalynsfein
QUOTE (Mardrax @ Sep 28 2011, 09:56 AM) *
You do know you and Bodak both have the Evil Twin quality? wobble.gif


Much like Hermit and I do; and I seriously suspect that we have a triplet out there, somewhere... wobble.gif
Ascalaphus
QUOTE (Yerameyahu @ Sep 28 2011, 05:48 PM) *
What's this @Yera business? I didn't say anything about raising attributes.


Yeah, I saw the avatar and assumed it was you.
Ryu
QUOTE (NumptyScrub @ Sep 27 2011, 02:46 PM) *
For Caine I'm going to go with the aug / bioware suggestions from Ryu above when I get home and see what I can come up with. I think Restricted Gear is in one of the sourcebooks were are not using atm (just SR4A and Arsenal) so I'll go with whatever fits chargen rules, and then post back smile.gif

Restricted Gear is in Runners Companion - 5 BP for a piece of gear up to availability 20. Since karmagen is from the same book, I assumed some bleed-over is ok.

If you are not part of the instant-gratification-crowd, and runners actually earn money in your campaign, waiting a few sessions and buying stuff straight is the more efficient way. Invest the 20 karma into a street doc contact and a black market (bioware +2) knowledge skill.
NumptyScrub
Ok finally got some time to play around with Caine: Caine revisited (chummer file)
I've kept it to availability 12, bought some orthoskin and a heavy pistol with the spare cash. Also played with some skills and added a couple of qualities, using player knowledgs to pick some that might help with his impending doom... although unlikely to make too much difference. Those can easily get dropped if Hyphz says so, to provide a couple more skill points smile.gif

Traul
Is all the gear there on the HTML file? I don't see any gun.

There is a couple of bugs in your skills. You cannot take Astral Combat without astral perception and you cannot take Flight... if you cannot fly biggrin.gif
Tymeaus Jalynsfein
QUOTE (Traul @ Sep 29 2011, 02:48 PM) *
Is all the gear there on the HTML file? I don't see any gun.

There is a couple of bugs in your skills. You cannot take Astral Combat without astral perception and you cannot take Flight... if you cannot fly biggrin.gif


The Ares Predator IV is listed right there on the page (it even has a Smartlink and a Silencer). Got nothing for the Flight, though... biggrin.gif
Traul
OK, saw it. You lack the gear of an infiltrator:
-chameleon suit
-some climbing gear
-electronics toolkit
-autopicker
-maglock passkey
...
Ryu
Your primary dicepools are now in the 10-12 range, which is good. Compare to the first build with a few pools of 7 dice. Due to the fickle nature of the dice gods, low pools are dangerous even if a single hit is enough.

If you get more gear, youŽll have to look for a place to stash it. TraulŽs suggestions are sound. As is, the "Actioneer Business Clothes" are torn up and dirty reminders of a better past. IŽd suggest to have at least a low lifestyle. Else get Survival ASAP!

Totally missing: Perception. As B&E guy you are the teams scout, first in line because you open the way. Perception 1 instead of Astral Combat would be an important first step. Without close combat option and no throwing weapons IŽd lower Strength back to 3 and get Athletics 3 and another rank of Perception. Should Strength get important it is easily augmentable.

Get more diverse low-rated knowledge skills. Use the Combat Biker fan-talk to con a guard, gain trust by speaking the language of your contacts, know stuff about the streets you live on.
NumptyScrub
QUOTE (Traul @ Sep 29 2011, 09:48 PM) *
There is a couple of bugs in your skills. You cannot take Astral Combat without astral perception and you cannot take Flight... if you cannot fly biggrin.gif

WTF? That must be a leftover from the MysAd build, will have to delete that and get the 4 karma back biggrin.gif

Are autopickers and maglock passkeys required for picking / bypassing, and are they available using only SR4A and Arsenal? I did completely forget to buy some gecko tape gloves though, good spot there embarrassed.gif
Traul
QUOTE (NumptyScrub @ Sep 30 2011, 02:17 PM) *
Are autopickers and maglock passkeys required for picking / bypassing, and are they available using only SR4A and Arsenal? I did completely forget to buy some gecko tape gloves though, good spot there embarrassed.gif

They in SR4A, in the B&E gear section. They are not required but make your life much easier. The autopicker adds a bonus equal to its rating and the rating 6 is dirt cheap. Maglock passkeys are expensive, but they are much faster to use than opening the case and rewiring the circuit. There are also sequencers for passcode locks, but those are a bit less interesting: you need to meddle with the hardware to plug them in, so you can just as well crack the lock open by hand.
Loch
I think for an infiltrator I'd rather have both a sequencer and a passkey, since they are for different kinds of maglocks. Nothing worse than making a stealthy run through a zero zone only to find the paydata in the server room is behind a door with the type of maglock you haven't got an answer for. Autopickers are good for those paranoid facilities that only use manual locks.
Yerameyahu
Don't forget that there are *tons* of maglocks you don't have an answer for with even passkeys + sequencer. Maglocks can have up to several kinds of biometric checks. I've always thought passkeys were kind of weird; they're equivalent to Spoofing the lock, I guess? Some kind of ultracompact 'hack' in the card.
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