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Human Infiltrator

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Shadownoob

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« on: <04-15-12/0019:51> »
So this is my second attempt at building a character. I think I have a better understanding of the character creation process and the build point system so hopefully this one turns out a bit better. I went infiltrator this time using a human character. Startd off as a 400 bp attempt but went a little over. As per usual any comments, constructive critisms, tips and suggestions are welcome and encourage. Thanks.

https://docs.google.com/document/d/1dcORjTkTKhiAG6z3CZT5YLIdrRH7jpLWLVqmqxxa0Ac/edit

EDIT: Just noticed I'm not entirely clear on the "Sensei" quality. Does it add a point of knowledge to a skill?


EDIT 2: Character sheet updated. Thanks for all the advice guys.
« Last Edit: <04-17-12/0658:02> by Shadownoob »

Glyph

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« Reply #1 on: <04-15-12/0208:42> »
All that the sensei quality does is give you an instructor for one skill group.  It may be useful, but if the GM hand-waves character improvement with Karma, you will be throwing away points on this.  Check with your GM.

From a quick look:
You can only have one 6 or two 5's for skills - not a 6 and a 5.  I would consider getting the skill group for your stealth skills.  You have redundant close combat skills, and the firearms group is too low.  I would stick with a single melee skill for now, and break up the firearms group so that you can be good at one ranged skill.  Ideally, an infiltration expert should have the hardware skill.  If you are going to rely on a MagLock passkey, then it should be at rating: 4.  You might want to add a rating: 6 autopicker in case you ever run into a more old-fashioned lock.  Your biggest omission, augmentation-wise, is that you have nothing increasing Agility, which is your most important Attribute (indeed, you might consider lowering Willpower by 1 to soft-max it).  I would get muscle toner: 2, or even muscle toner: 4 with the restricted gear quality.

Shadownoob

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« Reply #2 on: <04-15-12/0216:17> »
Ok thanks for the advice.

Henzington

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« Reply #3 on: <04-15-12/0234:13> »
also for easier reading you want to have the base attribute then in () the augmented total not the racial max.  Also no need to show the 6 on each one.
« Last Edit: <04-15-12/0235:53> by Henzington »
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

Shadownoob

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« Reply #4 on: <04-15-12/0244:44> »
Ok, just in the process of changing everything now. I'll update it with the easier to read form when done.

Shadownoob

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« Reply #5 on: <04-15-12/0314:13> »
Ok, just in the process of changing everything now. I'll update it with the easier to read form when done.

EDIT: Character sheet updated.

Quote from:
also for easier reading you want to have the base attribute then in () the augmented total not the racial max.  Also no need to show the 6 on each one.

I think I got this right.

Crash_00

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« Reply #6 on: <04-15-12/1032:41> »
Much, much, much better than the first one.

A few quick notes, your IP should be three not five. It look like you added one for each level of Wired Reflexes and one for each level of Reaction Enhancers. Only Wired Reflexes adds to the IP (it adds 1 Reaction and 1 IP per level), Reaction Enhancers only add to Reaction (+1 Reaction per level).

I'm not sure where you're getting bonuses to Agility from. Maybe I'm just missing it completely.

I think you had the whole Firearms group at one point, now it seems you just have pistols. The AK is quite useless without automatics, so I'd drop it and pick up another pistol (probably either a Super Warhawk for more penetrating power or a Fubuki and SnS for taser+++ action or an actual taser since they're flat out legal).

Shadownoob

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« Reply #7 on: <04-15-12/1045:41> »
Much, much, much better than the first one.

A few quick notes, your IP should be three not five. It look like you added one for each level of Wired Reflexes and one for each level of Reaction Enhancers. Only Wired Reflexes adds to the IP (it adds 1 Reaction and 1 IP per level), Reaction Enhancers only add to Reaction (+1 Reaction per level).

I'm not sure where you're getting bonuses to Agility from. Maybe I'm just missing it completely.

I think you had the whole Firearms group at one point, now it seems you just have pistols. The AK is quite useless without automatics, so I'd drop it and pick up another pistol (probably either a Super Warhawk for more penetrating power or a Fubuki and SnS for taser+++ action or an actual taser since they're flat out legal).

Fixed the IP, I wasn't too sure on that to be honest. Dropped the AK for a taser, I figure it's good to have a non-leathal option. You weren't missing anything on the agility front. That was my fault - I forgot to add Muscle Toner 4 to the updated character sheet. Its fixed now. All the advice has helped a lot, I'm starting to understand all the little things involved in building a character.

Crash_00

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« Reply #8 on: <04-15-12/1102:50> »
It's a good start for a beginner. There are cases of poor karma efficiency (which isn't necessarily bad if it fits your character). I really recommend raising your pistols up to a six. Pistols have a lower damage than most weapons, so the extra dice will really help your effectiveness at taking down opponents.

It's overlooked a lot by newer players (I personally really don't like it at all), but you can use Gymnastics (one of the Athletics skills) to dodge. Since you have the whole Athletics group at 3, I would suggest dropping dodge and using those points to raise Pistols and one of the skills you have at three.

On a similar note, I recommend looking into getting Goggles/Glasses/Contacts and earbuds rather than cybereyes/cyberears. They're cheaper (on nuyen and the soul AKA essence) and are usually just as accessible unless you are in a lot of those awkward "you wake up stripped in an alley" situations.

Shadownoob

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« Reply #9 on: <04-15-12/1109:19> »
It's a good start for a beginner. There are cases of poor karma efficiency (which isn't necessarily bad if it fits your character). I really recommend raising your pistols up to a six. Pistols have a lower damage than most weapons, so the extra dice will really help your effectiveness at taking down opponents.

It's overlooked a lot by newer players (I personally really don't like it at all), but you can use Gymnastics (one of the Athletics skills) to dodge. Since you have the whole Athletics group at 3, I would suggest dropping dodge and using those points to raise Pistols and one of the skills you have at three.

On a similar note, I recommend looking into getting Goggles/Glasses/Contacts and earbuds rather than cybereyes/cyberears. They're cheaper (on nuyen and the soul AKA essence) and are usually just as accessible unless you are in a lot of those awkward "you wake up stripped in an alley" situations.

Hahaha ok, I'll switch them out then, I like the look of the whole "Spliter cell, infiltrator" deal more anyway, I just thought implants would be more useful (you can't forget your cybereyes back at the safehouse). I'll also take your advice regarding the dodge and pistol skills.

EDIT: Character sheet updated. This game is so complicated and I haven't even made it past the character creation process, although I am enjoying it.
« Last Edit: <04-15-12/1136:35> by Shadownoob »

Henzington

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« Reply #10 on: <04-15-12/1922:43> »
I would say most of this game is making a character you would enjoy playing.  I myself have been twitching a hacker/rigger for my home game and making a version that I plan to use when I attend a convention later this month.
« Last Edit: <04-15-12/1935:49> by Henzington »
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?