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First time player, need advice.

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Derpalerpa

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« on: <11-24-12/1633:05> »
So, first off, let me say that I'm pretty stoked to be starting my first game of Shadowrun, it looks awesome.

Anyway, my character concept is that of an assassin courtesan/covert operative - infiltration, athletics, and elements of social combat were what I was really going for in terms of specialization, with combat being secondary.

So far, what I have mostly set in stone is the following:

Elf - 30

Strength - 2
Agility - 6
Reaction - 5
Body - 2
Charisma - 6
Intuition - 5
Logic - 2
Willpower - 3
Edge - 3 (maybe 4...?)

Ambidextrous - 5
Double-Jointed - 5
First Impression - 5
Bio-Compatability(Bioware) - 10
Catlike - 10

Prejudiced(Elf superiority closet-case) - 5
Addiction(BTLs) - 5
Weak Immune System - 5 *cough* bioware *cough*
SINner - 5 (The megacorp I work for has me on file, but not the feds)
Sensitive Neural Structure - 5 (yes, I am very aware this is bad news bears combined with my addiction, that is what I wanted)
Augmentation Addict(Bioware) - 10

Contacts - Mr. Johnson from my payroll megacorp (con 6/loy 4), Private augmentation clinic owner (con 4/loy 6)

Remaining BPs: 140
(probably more like 90, I've accepted that I'm PROBABLY going to wind up with 50 BP worth of gear, if I can go less I'll try)

FYI:  I'm planning on taking specializations in cyber-implant blades and light pistols for combat.  As far as gear goes, I really have my heart set on rating 3 tailored pheromones, dynamic fingerprints, implants that increase perception(taste, smell, hearing), and implants that enable mimicry(vocal, visual-ID).

Now, here's where things get tricky:
Even before I started making the character, I figured I'd probably be taking a couple hacking-related skillsofts, since I wouldn't be a very good covert operative if I couldn't at least do a little bit in that area.  What I didn't count on is that nobody else in the group has any computer abilities -whatsoever-.  Hell, they didn't even take any ranks in basic computer - not a single one of them.  And therein lies the problem:  I'd be inclined to say that every one of you reading this is going to agree that a party should at least have some hacking ability, and unfortunately it appears this task has been pawned off on me(in spite of my sensitive neural structure). 

As I started reading into matrix-related activities, it dawned on me very quickly that, as far as hacking goes, you really only have three options:  1.  Don't do it.  2.  If someone else can do it really well, you can go moderately into it(what I was hoping for)  3.  Go all out.  Am I mistaken in my observation that hacking is somewhat unforgiving?  Either way, if I am correct then options one and two are completely moot.  Even before I started working on my character, I had a feeling that this was going to be a serious juggling act - and now that applies doubly so.  So, here I go with my questions:

1.  At the moment, I have 90 BPs left to spend on skills and any remaining edge I might want, which seems kind of low for everything that I feel I have to do(assuming I take max gear).  I imagine the best way to go about maximizing my capabilities here would be taking skillsofts, but since I don't have any experience with this game I'm uncertain how to get my hacking abilities to an acceptable level while sticking to my budget.  What programs should I take?  Is electronic warfare really necessary?  What about software?  Cybercombat?  I was planning on taking computers, hacking, data search, and hardware, but I'm not sure if those four alone are going to cut it.  What I'm going for in the hacking sense is more or less just gaining entry and stealing info; stuff like that, as opposed to trying to crash their system, etc.

2.  Do I need a separate commlink for each SIN I have?  If I don't, will it likely come back to bite me in the ass should I have one primary link for my main SINs(I am planning on buying several disposable links for my burner SINs and extenuating circumstances).

3.  Do I need to buy programs/agents/ICs for every commlink I have, or do I only have to buy them once?  If I take a rating 6 firewall, will I even likely need any ICs?  Should I even bother with agents, or just rely on my own skills?  I have heard agents are kinda goofy n' stuff.

4.  For my commlink's OS, can I just make my own with the rules for increasing system and firewall rating, or do I need to buy one of the stock options and THEN upgrade it?

5.  Does the elastic joints augmentation stack with double-jointed?  What augmentations does elastic joints -NOT- stack with?

6.  I've noticed that both perception and dodge aren't linked to any skill groups, which makes them somewhat inefficient skills to take(but obviously necessary).  Are there anyways around this besides skillsofts?

7.  I'm not planning on doing it, because my infiltration seems to be super high enough as-is(and I think this sounds like a lamer thing to do), but just wondering: can you stack ruthenium coating on a chameleon suit?  It seems to me that you shouldn't be able to, but nowhere does it say you can't.

8.  Would simply raising my edge be a good way around most of the problems I've come across here?

9.  I noticed that a lot of computer-related tests are program+response, or something along the lines of that.  Does this mean that logic is rarely added to your dicepool for hacking actions and tech-related tests in general?

Before anyone says, "ask your GM," for the more subjective questions: this is his first time playing this as well and I have already asked him.  He seems pretty uncertain in regards to a lot of these issues as well.

Anyways, thanks a lot in advance to anyone that responds!  I can't wait to play!

~Aspyce Chorda
« Last Edit: <11-24-12/1644:55> by Derpalerpa »

Tsuzua

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« Reply #1 on: <11-24-12/1901:24> »
Hello and welcome to SR.  For generally build advice, I recommend checking out Umaro's Archetypes especially the Ghost (combat and sneaking), Generalist (combat, hacking, social triple threat), and Combat Hacker (combat, sneaking, hacking).  They use all the books, but you can generally cut the stuff that you don't have access.

1.) Mundane hackers need a high Hacking skill, a decent Computer and Data Search skill, enough EW to get by, and can skip on cybercombat.  The Electronics skill group is pretty efficient.  You'll also want to spend ~60,000Y on a commlink.  You also want the PuSHeD geneware and eventually Neocortical nanites.

2.) I don't believe it ever says you must have a SIN for every commlink.  You likely need an MSP (Matrix Service Provider) account, but that's folded into lifestyle so don't sweat the details.  I assume you use a shadow MSP (like the SINless use) or just run around with 000-00-0000 for your SIN.

3.) While you can freely transfer programs and agents between commlinks, you're only allowed one "copy" of a program/agent at a time.  If you crack the copy protection on a program, then you can make as many copies as you want (UW 94).  Agents are much harder to copy though, but they can move around just fine.

4.) Uncertain.  There is no cap on how high you can upgrade the software settings (it's a change in one of printings of SR4A) so you can buy the cheapest OS and upgrade that and covered in all cases.

5.) Elastic Joints stack with everything but Smart Articulation (Aug 42).

6.) You have to take them straight.  Perception is needed, but you can also just grab Perception 1.  With gear, an attention coprocessor, you can get a roll of 12 which is nice.  Dodge you can live without since it's uses are very niche and the points can be better spent elsewhere.

7.) Technically yes.  I recommend no since the special effects are exactly the same. 

8.) Edge is generically awesome.  The power to turn a bad roll to a good roll is quite powerful. 

9.) Logic is really only used for programming.  For everyday hacking, you don't have to worry about your logic score.  However do note that the skills are still logic-linked and thus are improved by stuff like PuSHeD and Encephelon.

Whiskeyjack

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« Reply #2 on: <11-24-12/2000:44> »
Edge can either be really great or very meh. It just depends on how often your GM refreshes it - every run, every game session, or with the possibility of during a session due to something happening.

Here are some suggestions:

-Softcap Charisma at 7. Increase Body to at least 3 - it'll give you another physical damage box and it'll let you wear more armor before being Encumbered. I'd take points from Reaction.
-Strength 2 is not going to help with your Blades very much. Go for either 1 or 3, either by redistributing points or buying Muscle Augmentation. However if you're looking to be a social infiltration monster with hacking, I'd say focus your ware on those, not on things to boost your effectivneness in combat. And if you only have 1 IP, Automatics and a Battle Rifle backed with a machine pistol might be a better bet to help support your dedicated combat character.
-Catlike is not as good as just getting a Reflex Recorder for the Stealth Group.
-A party doesn't need a PC hacker, if your GM is good enough to not throw nothing buck Hacking-necessary challenges at you in a legwork or infiltration stage. A high-level NPC hacker Contact might be just as effective if you don't want to be pushed into the hacker role.
-You don't need Dodge. Same bang for your buck with Gymnastics, especially with a Rating 3 Synthcardium. And your Blades skill would cover parrying/dealing with melee threats.
-Logic isn't really important for non-Technomancer hackers. Things that add to Logic-linked skills (e.g. PuSHeD) do help though.
-You probably only need 2 commlinks: your awesome hacking one with all your implants slaved to it and good Analyze + Firewall plus loaded IC; and the total crap commlink loaded with your fake SIN.
-People talk about how hacking while on a run (hacking on the fly and certain Matrix actions) can be easily accomplished in AR as long as you have multiple IPs. I haven't tried this build but it seems like it could be pretty effective.
Playability > verisimilitude.

Crunch

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« Reply #3 on: <11-24-12/2210:44> »
Running and Climbing are governed by Strength, a 2 Strength makes having an Athletics focus difficult.

Body governs damage resistance, how much armor you can wear and how many boxes of damage you can take. Having an average to above average Body is a good idea for almost everyone.


Derpalerpa

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« Reply #4 on: <11-25-12/1257:47> »
Thanks for the replies so far everybody, they have been very helpful!

Question concerining the Yamaha Sakura Fubuki:  Does it use a suppressor, or a silencer?  Or would it use either, but depending on which one was mounted in relation to the firing mode used on an action-by-action basis, it wouldn't get the stealth bonus.  Ie:  If it has a suppressor mounted on it, it would only get the bonus for firing semi-auto, and vice-versa?  Would it need a silencer/suppressor mounted on each barrel?  Or do you guys just in general disallow such weapon mountings on this particular weapon?

JustADude

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« Reply #5 on: <11-25-12/1818:13> »
Thanks for the replies so far everybody, they have been very helpful!

Question concerining the Yamaha Sakura Fubuki:  Does it use a suppressor, or a silencer?  Or would it use either, but depending on which one was mounted in relation to the firing mode used on an action-by-action basis, it wouldn't get the stealth bonus.  Ie:  If it has a suppressor mounted on it, it would only get the bonus for firing semi-auto, and vice-versa?  Would it need a silencer/suppressor mounted on each barrel?  Or do you guys just in general disallow such weapon mountings on this particular weapon?

Personally, I've always gone the supressor route and just assumed there was a commercially available one (not for civilian sale, of course) that was designed for it.
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