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Infiltrator/Hacker

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Devil

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« on: <12-20-12/2203:30> »
http://forums.shadowrun4.com/index.php?topic=9456.0

The original post can be found here, but I am just now posting a character draft. The concept is a modern day (2070s) thief/shadowrunner, who can both hack and sneak his way in and out as needed. I'd appreciate any and all input. Especially if I broke any rules, or if you have advice in what you might do differently if you were creating this concept, or maybe just how to make it a little more efficient.

Let me preface by saying that this is not any easy character to make for anyone and I have no experience with neither hacker, nor infiltrator. That said, I built the character based on what I knew, developing some character backstory, and some advice from the good people here on the forums. It will have some serious flaws, I'm sure.

CONCEPT: Infiltrator/Hacker
Primary Attributes: 200BP

METATYPE: Human
BODY: 3
AGILITY: 4 (6)
REACTION: 4 (6)
STRENGTH: 1 (3)
CHARISMA: 3
LOGIC: 5 (6)
INTUITION: 5
WILLPOWER: 3
EDGE: 2

ESSENCE: 1.8
INITIATIVE: 9 (11)
MATRIX INIT: 8
INIT PASSES: 1 (2) MATRIX: 1
STREET CRED: 0 NOTORIETY: 1 PUBLIC AWARE: 0

Positive Qualities: 35BP
Negative Qualities: -25BP

Catlike 10
Dependent (Nuisance) -5
Double Jointed SR4 5
Lost Loved One -5
Photographic Memory 10
Signature (Subsonic Rounds) -10
Speed Reading RC 5
Trustworthy (1 Skill) (Con) 5
Vendetta -5

Contacts: 16BP
Enemies: -10 BP

Enemy Group C3 I4 G3
Personal Fixer C2 L6
Street Doc C3 L5

Active Skills: 134BP
Artisan   1(9)
Automatics 2 (8 )
Climbing|Assisted 2 (5|7)
Computer 1 (10)
Con 5 (10)
Data Search 1 (10)
Disguise 1 (9)
Dodge 2 (8 )
Electronic Warfare 1 (10)
Escape Artist 1 (9)
First Aid 1 (10)
Forgery (Duplication) 1 (7|9)
Hacking   1 (10)
Hardware 1 (10)
Infiltration (Urban) 3 (10|12)
Palming (Pickpocket) 2 (8|10)
Parachuting (BASE Jumping) 1 (4|6)
Perception 1 (9)
Pilot Ground Craft 1 (7)
Pistols (Semi-Automatics) 1 (7|9)
Shadowing 2 (11)
Software 1 (10)
Throwing Weapons (Lobbed) 1 (7|9)

Knowledge Skills: 0BP
Language: English N
Language: Japanese 1 (9)
Language: Mandarin 2 (10)
Alcohol   1 (9)
Area Knowledge: Seattle (Downtown) 9 (11)
Art (Valuable)   10 (12)
Business 1 (10)
Combat Tactics (Ambush)   1 (10|12)
Economics 1 (10)
Film Noir 1 (9)
Firearms 1 (10)
Gangs   1 (9)
Law 1 (10)
Literature 1 (10)
Military 1 (9)
Music (Jazz) 1 (9|11)
News 1 (9)
Security Companies 1 (10)
Security Design   2 (10)
Security Tactics 1 (10)
Shadow Community 1 (9)
Underworld (Grifting) 2 (10|12)
Yakuza   1 (9)

Ware: 99,600¥
Cerebral Booster Rating 1 10,000¥
Cyber Safety 400¥
-Skinlink
Cybereyes Basic System Rating 1 2,600¥
-Eye Recording Unit; Image Link; Smartlink; Flare Compensation; Skinlink
Datajack 550¥
-Skinlink
Muscle Augmentation Rating 2 14,000¥
Muscle Toner Rating 2 16,000¥
Nanohive Rating 2 20,000¥
Reaction Enhancers Rating 1 10,000¥
Tailored Pheromones Rating 1 15,000¥
Wired Reflexes Rating 1 11,050¥
-Skinlink

Armor/Clothing: 14,050¥
SecureTech PPP Armor (Ensemble)   2/4 900¥
Form-Fitting Full-Body Suit 6/2 12,150¥
-Ruthenium Polymer Coating; Thermal Damping 6; Skinlink
Berwick businesswear (Mortimer of London) 0/0 1,000¥

Weaponry: 16,515¥
Onotari Arms Room Sweeper 5,865¥
-Shock Pad; Sling; Sound Suppressor; Advanced Safety, Basic System; Barrel Extension; Chameleon Coating; Electronic Firing; Foregrip; Safe Target System; Skinlink; Smartgun System; Thermal Suppressor   
Onotari Equalizer 4,100¥
-Hidden Gun Arm Slide; Shock Pad; Smartgun System, External; Sound Suppressor; Chameleon Coating; Electronic Firing; Skinlink; Thermal Suppressor   
Morrissey Élan 2,825¥
-Concealable Holster; Cyber Safety; Shock Pad; Chameleon Coating; Silencer; Smartgun System; Thermal Suppressor
Ceramic Knife 75¥
Grenade: Flash x2 60¥
Grenade: Gas (Neuro-Stun) x4 800¥
Grenade: Instant Snare x3 135¥   
Grenade: Smoke x3 90¥
Ammo: Subsonic Rounds (Assault Rifles) x100 1,900¥
-Spare Magazine (Onotari Arms Room Sweeper) x2 10¥
Ammo: Subsonic Rounds (Machine Pistols)   x40 960¥
-Spare Magazine (Onotari Equalizer) x2 10¥
Ammo: Subsonic Rounds (Holdouts) x20 480¥
-Spare Magazine (Morrissey Élan) x3 15¥
Ammo: Stick-n-Shock (Holdouts) x10 180¥
-Spare Magazine (Morrissey Élan) x2 10¥

Commlinks: 49,150¥
Meta Link F1 Sy1 R1 Si2 300¥
-Vector Xim
Erika Elite F5 Sy5 R5 Si4 48,650¥
-Response Upgrade 5
-Nonstandard Wireless Link 4
-Spoof Chip
-Skinlink
-Nanite Slicers x3
-Custom Commlink OS [Firewall 5; System 5]
-Eurosoft Clavicula [Decrypt 5; Encrypt 5]
-Analyze 5
-Browse 5
-Command 5
-Corrupt 4
-Disarm 5
-Edit 5
-Exploit 5
-Scan 5
-Sniffer 3
-Spoof 5
-Stealth 5
-Track 3

Identification: 5,200¥
Fake SIN 4 5200¥
-Fake License 4 (Driver's); Fake License 4 (Ware); Fake License 4 (Concealed Carry)

Equipment: 38435¥
Neural Amplifiers, Limbic 3 15,000¥
Neural Amplifiers, Neocortical 3 15,000¥
AR Makeup 200¥
Autopicker 5 500¥
Contact Lenses 3 700¥
-Low Light; Skinlink; Vision Enhancement 3; Vision Magnification
G3 x5 20¥
Gecko Tape Gloves 250¥
Goggles   2 300¥
-Flare Compensation; Thermographic; Skinlink
Long Haul x1 50¥
Men's Lux Loafers 75¥
Metal Restraints 20¥
Micro Sensor 175¥
-Radio Signal Scanner 5; Skinlink
Micro Sensor 100¥
-Motion Sensor; Skinlink
Micro-Transceiver 5 1,050¥
-Skinlink
Miniwelder 250¥
Nano-Fixx x5 175¥
Respirator 6 150¥
Safejump x1 120¥
Scent-masking Cigarette   x10 100¥
Smart Jammer, Area 4 4,050¥
-Skinlink
Tag Eraser 150¥

Drones/Vehicles: 25,050¥
MCT Fly-Spy (Minidrone) 2,000¥
-Improved Takeoff and Landing Level 2; Maneuver (Self) Rating 2; Minidrone Sensor
MicroWeave Spider (Small Drone) 500¥
-Small Drone Sensor; Tool Kit (Clothing Repair)
Mercury Comet (Sedan) 22,550¥
-Anti-Theft; Clean Car Coating; Manual Control Override (Drive-by-Wire); Morphing License Plate; Run Flat Tires x4; Smuggling Compartment, Shielded; Spoof Chip;
Skinlink; Vehicle Sensor

Lifestyle: 2,000¥
Large Townhouse (International District, Downtown Seattle) (x1 Month) 2,000¥
Comforts: Middle, Entertainment: Low, Necessities: Middle, Neighborhood: Middle, Security: Middle
Qualities: Concerned Neighbors [2LP] ; Easy-Going Landlord [1LP] ; Free Access [1LP] ; Friendly Neighbors [1LP] ; Well Made [1LP] ; Affiliated [-3LP] ; Donut Shop (Rating 1) [-2LP] ; Loud Neighborhood [-1LP] ; Nosy Neighbors [-2LP] ; Rough Neighborhood [-1LP] ; Worse Neighbors [-1LP]
« Last Edit: <12-20-12/2210:33> by Joker »

All4BigGuns

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« Reply #1 on: <12-20-12/2239:51> »
I'd say drop Double Jointed for a Restricted Gear and get the HK Urban Fighter heavy pistol. It's almost completely undetectable via scanners.
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Whiskeyjack

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« Reply #2 on: <12-20-12/2303:27> »
Nanohives are better implanted as Capacity in a cyber limb than on their own.

Anyone who does physical stuff can benefit from a Synthcardium 3.
« Last Edit: <12-21-12/0046:15> by Whiskeyjack »
Playability > verisimilitude.

All4BigGuns

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« Reply #3 on: <12-20-12/2305:42> »
As a "part two" of my previous post, move all those points from Automatics into Pistols.
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Crunch

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« Reply #4 on: <12-21-12/0022:20> »
As a GM I'd be incredibly leary about allowing something as generic as Subsonic Rounds as a Signature. The whole point of Signature is that it should be an identifiable and unusual element of your MO. If you're GM will allow it, then you need to make sure that all your ammo is subsonic. That would mean dumping the Stick N Shock ammo.

I'm not sure I see the utility to skin linking your cybereyes, wired reflexes, cyber safety or Datajack, they should both be DNI already.

As tight as you are for points you might look at shaving specialties, your 7 specialties are costing you 14 points, I think that you might use those points better elsewhere.

My Infiltrators tend to sink more points into perception, spotting guards/cameras/tripwires/weird things in your environment is pretty key to the role.

Unless you're using the optional rule that substitutes Logic for Program rating I'd think about shaving a point off of Logic for Strength. Again it's just my preference, but Climbing and Running are pretty vital skills for a B&E man and both are strength based.

I'd try very hard to find points to grab at least one level of the Athletics Skill Group, or to pick up running and gymnastics by themselves. Specifically I tend to find Dodge less useful than gymnastics, especially for an infiltrator type who can benefit from picking unconventional routes. You are in fact sinking the same 10 points into Climb 2 Specialized as the skill group at 1.

I'd tend to think that photographic memory and speed reading were a little redundant, and that the built in recording unit in your cyber eyes would make both traits unnecessary.

I'll second dropping automatics for Pistols.

If you're going for parachuting you might also consider diving.

You might drop Palming to 1 if you need points elsewhere. Specifically I'd drop Palming to 1 to raise Infiltrator to at least 4, I'd seriously consider dropping Palming to 1 and  dropping Forgery entirely to make Infiltration your second 5.

A forgery of 1 isn't even high enough to get you into trouble really. I'd drop it. You'd probably be better off spending the same points on a C3 L1 Forger contact, or raising infiltration as above. Likewise Artisan of 1 is going to be of pretty limited use.

Right now your hacking is pretty rudimentary, both Computer and Hacking could use some points if you can spare them.

If you're going to pay for a datajack you might look into some know, lingua and map softs either now or in play.

I can't think of anything off the top of my head that Software 1 is going to help you with, and if you want to be effective at breaking the simplest locks you should bump hardware a little. Likewise pick up an electronics tool kit.

Any armor you wear with the FFBA will go over it, at least as I understand it, so the Securetech PPP would be over it and make the Ruthenium less effective. Likewise all of your gear would be outside the FFBA. I'd consider coating a Lined coat or something similar so that it would cover the majority of your gear.

If you're a fairly facey infiltrator (which it seems like you are) a second Fake SIN and a couple of changes of clothes wouldn't be out of order. Likewise a bolthole with some spare gear can be a (literal) lifesaver. Check out Safehouses if you haven't.

That nanohive is costing you 10 full BP including the neural amps... I'd think about putting it on my wish list and dumping the points into skills. Likewise the Car is another thing I'd drop and put on the wish list and invest the 4 points in skills.

All4BigGuns

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« Reply #5 on: <12-21-12/0024:25> »
Just because it's his signature, doesn't mean he has to use ONLY that, just that it needs to be more often than not.
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Crunch

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« Reply #6 on: <12-21-12/0028:55> »
Just because it's his signature, doesn't mean he has to use ONLY that, just that it needs to be more often than not.

I honestly don't think Subsonic rounds would qualify anyway.

Quote
Bonus: 10 BP
For whatever reason, a character with the Signature quality
feels compelled to announce her involvement in a mission or
run. This typically involves leaving behind some signature item or
telltale that can be identified as the character’s unique trademark
(ie. such as leaving a chess piece at the scene of a crime, or using
a unique weapon to perform wetwork). Typically, a Signature is
enough to identify the character among those who are aware of
her Reputation. A Signature provides a dice pool modifier equal
to the character’s Street Cred (p. 257, SR4) to anyone making tests
to trace the person to whom the Signature belongs (including
Legwork and Data Search Tests).

It doesn't seem either unique or identifiable enough.

Novocrane

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« Reply #7 on: <12-21-12/0032:32> »
As a "part two" of my previous post, move all those points from Automatics into Pistols.
He could just go up a level and get the HK Urban Combat SMG.

All4BigGuns

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« Reply #8 on: <12-21-12/0034:51> »
As a "part two" of my previous post, move all those points from Automatics into Pistols.
He could just go up a level and get the HK Urban Combat SMG.

Meh, too much suggesting Automatics on these forums for my tastes, so I try to suggest other things.
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Devil

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« Reply #9 on: <12-21-12/0121:55> »
All extremely good advice and I intend to follow all of it in my revision, with the exception of taking Restricted Gear. I've decided that it's overused and I prefer to take qualities that add to the fun of roleplaying the character or have something to do with their story.

With the Signature quality I thought taking Subsonic Rounds would be unusual enough because they are 9F, But I do see your point. In an ideal situation, this character could get through a run without even firing a weapon. Maybe it would be suitable for an assassin who always uses them 100% of the time, but it is less appropriate in this case.

Keep it coming.

Crunch

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« Reply #10 on: <12-21-12/0131:53> »
All extremely good advice and I intend to follow all of it in my revision, with the exception of taking Restricted Gear. I've decided that it's overused and I prefer to take qualities that add to the fun of roleplaying the character or have something to do with their story.

With the Signature quality I thought taking Subsonic Rounds would be unusual enough because they are 9F, But I do see your point. In an ideal situation, this character could get through a run without even firing a weapon. Maybe it would be suitable for an assassin who always uses them 100% of the time, but it is less appropriate in this case.

Keep it coming.

My rule of thumb is that for signature to count you should be able to say "He's the guy who ______" and have people know who your talking about within the limits of your rep.

So "He's the guy who always leaves a mint on the target's pillow" or "He's the guy who breaks his marks hands with a sledgehammer first" or even "He's the assassin who uses a WW1 vintage bolt action rifle" would count, but "He uses subsonic rounds" would be too common and not distinctive enough and "Sometimes he uses subsonic rounds and sometimes he doesn't" would be right out. 

Devil

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« Reply #11 on: <12-21-12/0150:45> »
My rule of thumb is that for signature to count you should be able to say "He's the guy who ______" and have people know who your talking about within the limits of your rep.

So "He's the guy who always leaves a mint on the target's pillow" or "He's the guy who breaks his marks hands with a sledgehammer first" or even "He's the assassin who uses a WW1 vintage bolt action rifle" would count, but "He uses subsonic rounds" would be too common and not distinctive enough and "Sometimes he uses subsonic rounds and sometimes he doesn't" would be right out.

I like those examples, but I think that it's probably just a bad trait for this kind of character, practically speaking. Unless I think of a really compelling reason not to then I'll ditch it.

Edit: Also, I forgot to mention that I took Electronics Skill Group, so that's the only reason I have Software.
« Last Edit: <12-21-12/0248:22> by Joker »

Caradoc

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« Reply #12 on: <12-21-12/0321:08> »
Only using subsonic rounds isn't much of a signature. Something like dipping your rounds in curare or hollow points filled with a particular toxic substance is more appropriate and, from an assassin's point of view, will make sure the target ain't gonna recover...

emsquared

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« Reply #13 on: <12-21-12/1136:07> »
As mentioned your skills need a major re-working. All of your pools are passable but none of them are great, you're trying to do too much, IMO. Some notes on BP efficiency (applicable to every build), 1.) wait on specializations 'til after chargen, 2.) don't do the 5/5 scheme, do the 6/4 split, and 3.) if possible, split your skills into 1s, 4s, and the 6 (according to tertiary, secondary and primary roles), i.e. you have too many 2s. And 4.) - this is the big one - you have every Stealth Group skill (spending 32 BP in them) but only one is at 3. Take the Stealth Group for 30BP, for the love of Zorgo, and have all of them at 3, plus 2 spare BP, either that or just pick 1 Stealth skill (Infiltration) and put it at 4 and use the saved BP to help out your other anemic skills.

Now, do you have some special plans for Artisan, or why are you wasting points on this when you are already spreading yourself massively thin? Note you could default on this and still have 7 die... if it's just for flavor, your high INT is the flavor. You aren't a primary combatant, cut your "offense skills" down to 1 (Pistols or Automatics), for Throwing you can default to your respectable AGI for now. Don't go with Gymnastics over Dodge unless you're picking up a melee skill (unarmed, blades, clubs), otherwise you'll get your arse handed to you when things are up close and personal. I'd recommend unarmed and a shock glove, but YMMV (especially since you're already spread as thin as butter on my breakfast toast). Regarding athletics, there's equipment that can make you good at climbing, all you really need right now from that group is Gymnastics IMO, and that's only if you have a melee skill. I know you envision yourself busting into a high-rise arco or something, grabbing the pay data, strolling to the top and parachuting away to safety, but that is highly conspicuous and extremely niche, get it after chargen, use those BP somewhere else for now. I'd ditch Forgery, you can outsource it. Get Perception to 4. Think hard of Pilot Groundcraft, i.e. can your Street Sam or Rigger be your driver? Help out your Hacking skills, they're pools are decent, but only because of your your stats and 'ware, when you get to Hacking, you're going to only have those skills + Program, so help them out.

I'll stop there for now as that's the bulk of what I see as your "problem".

Devil

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« Reply #14 on: <12-21-12/1140:43> »
Nah, keep it coming. I'd like to not have to recreate this guy three more times, so lay it on me.

Edit: Crunch, are you talking about wired DNI? Because I have no interest in having to plug into everything. I need to figure out a way to get DNI without external wiring and without using wireless, because it can be too easily detected. I don't have a firm grasp on this stuff and would appreciate your advice.
« Last Edit: <12-21-12/1145:57> by Joker »