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Another Crack at Techno-infiltrator

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FST_Gemstar

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« on: <08-29-17/1921:43> »
I have found technomancer-infiltrators to be a tough sell, particularly in priority/sum2ten, as there often isn't enough priority to go around. 

My most recent attempt i am still iffy about it, but the theory I think that might make the concept functional: 

Heavy on Skills and Diagnostics -
  - As a build that requires competency in a lot of things, leveraging diagnostics as a way to build dicepools with enough skill points and tech to take advantage of them is the way to go. Unlike magical and mundane characters where the more efficient way to build dicepools is to build tall attributes (with key boosts to your top attributes) that allow you concentrate primary skills and still get decent pools with low/no skill investment, technomancers working in the meat build their biggest bonuses from Skills + Diagnostics (and tech to take advantage of it), with enough Attribute to be good enough at primary pools.

Low Attributes  - 
 - The flipside of the above. As it's tough to be a technomancer, have high attributes, and have the skill competencies to be an infiltrator, attributes are the thing that can of these three. dicepool and limit loss from lower attributes is countered with diagnostics and other modifiers. (This build could probably should drop the Muscle Toner for more Diagnostable 'ware, but even I have a hard time conceptualizing an Agility 2 Infiltrator)   

Meat Petnomancing -
- Instead of typical matrix petnomancing with sprites, this build requires a stable of sprites and the task discipline to shift their Diagnostics focus when needed. But for this build, I can see a resting Machine sprite running diagonstics on the character's cyberskull (+perception), berwick suit (+social), and contacts (+pistols). A fourth registered sprite can used to Aid Complex Forms or pitch in on Diagnostics, and a compiled sprite can be used for short term Diagnostics (+lockpicking, +hardware, +disguise, + climbing, etc.)  or for hacking/hacking support. 

Triple Threat Infiltration  -
- Infiltration may be subdivided into three primary types: physical (sneaking/stealing/climbing), social (talking/disguising/impersonating), technological (matrix/alarms/locks). While techno-infiltrators have a lot of problems compared to other kinds of infiltrator builds, one of their selling points is that they can be suited to be functional at all three of these infiltration subtypes. So I think a design principle for technomancer infiltrators is to bring that functionality in all three areas to the table. 

Here is the sample build!

Karma spent: 10 on Strength, 15 on Edge, 9 on Karma, 16 on PQs, -25 on NQs = 0 karma remaining. 

== Personal Data ==
Name: Unnamed Character         Alias:
Human                           Movement: 6/12 (2m/hit)     Swim: 4 (1m/hit)     
                                Composure: 6
Street Cred: 0                  Judge Intentions: 7
Notoriety: 3                    Lift/Carry: 5 (30 kg/20 kg)
Public Awareness: 0             Memory: 7
Karma: 0                        Nuyen: 35¥
Age:                            Skin:
Eyes:                           Hair:
Primary Arm: Right             

== Priorities ==
Metatype: E,0
Attributes: D,1
Special: B,3
Skills: A,4
Resources: C,2
Bonus Skill: Compiling
Bonus Skill: Registering

== Attributes ==
BOD: 3                          CHA: 3
AGI: 2 (3) INT: 4
REA: 3                          LOG: 3 (4)
STR: 2                          WIL: 3
EDG: 3                          RES: 4

== Derived Attributes
Essence: 5.02                   Initiative:          7 +1d6
Physical Damage           Track: 10Rigger Initiative:   7 +1d6
  Stun Damage           Track: 10Astral Initiative:   
Physical: 4                     Matrix AR:           7 +1d6
   Chameleon Suit [+2] (Only for Sneaking, Must be visible)
Mental: 5                       Matrix Cold:         4 + DP +3d6
   Attention Coprocessor [+1] (Only for Perception)
   Math SPU [+1] (Only for Scientific or Technical Knowledge Skills)
   Medkit [+3] (Only for First Aid and Medicine)
Social: 5                       Matrix Hot:          4 + DP +4d6
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Impassive [-1] (Does not include Intimidation.)
   Mortimer of London: Berwick Suit [+1] (Must be visible)
Astral: 5

 == Active Skills ==
Compiling ([Sprite Type])       Base:  4  + Karma:  0  =  4   Pool:  8 (10)
Computer                        Base:  5  + Karma:  0  =  5   Pool:  9
Con (Fast Talk)                 Base:  6  + Karma:  0  =  6   Pool:  9 (11)
Disguise                        Base:  5  + Karma:  0  =  5   Pool:  9
Electronic Warfare              Base:  2  + Karma:  0  =  2   Pool:  6
Etiquette (Corporate)           Base:  6  + Karma:  0  =  6   Pool:  9 (11)
Gymnastics (Climbing)           Base:  4  + Karma:  0  =  4   Pool:  7 (9)
Hacking (Devices)               Base:  1  + Karma:  0  =  1   Pool:  5 (7)
Hardware                        Base:  5  + Karma:  0  =  5   Pool:  9
Impersonation (Human)           Base:  3  + Karma:  0  =  3   Pool:  6 (8)
Locksmith (Maglock)             Base:  4  + Karma:  0  =  4   Pool:  7 (9)
Palming                         Base:  5  + Karma:  0  =  5   Pool:  8
Perception (Visual)             Base:  4  + Karma:  0  =  4   Pool:  8 (10)
Pistols (Semi-Automatics)       Base:  4  + Karma:  0  =  4   Pool:  7 (9)
Registering ([Sprite Type])     Base:  6  + Karma:  0  =  6   Pool: 10 (12)
Sneaking                        Base:  5  + Karma:  0  =  5   Pool:  8
Software                        Base:  5  + Karma:  0  =  5   Pool:  9

 == Knowledge Skills ==
English                         Native
Architecture (Commercial)       Base:  2  + Karma:  0  =  2   Pool:  6 (8)
Art (Antiquing)                 Base:  1  + Karma:  0  =  1   Pool:  5 (7)
Fashion Design                  Base:  1  + Karma:  0  =  1   Pool:  5
Mathematics                     Base:  1  + Karma:  0  =  1   Pool:  9
Security Procedures (Physical)  Base:  2  + Karma:  0  =  2   Pool:  6 (8)
Street Drugs                    Base:  1  + Karma:  0  =  1   Pool:  5
Underworld (Matrix Crime)       Base:  2  + Karma:  0  =  2   Pool:  6 (8)

 == Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Biocompatability (Cyberware)
Drug Tolerant
Impassive
Jack of All Trades Master of None
Quick Healer
Technomancer
Weak Immune System

 == Complex Forms ==
(Tradition: Default, Resist Fading withWIL + RES (7))
Puppeteer
Resonance Veil
Static Veil
Transcendent Grid

 == Lifestyle ==
Low (Low) 1 Months

 == Cyberware/Bioware ==
Cerebral BoosterRating 1
Muscle TonerRating 1
Narco
Partial Cyberskull (AGI 3, STR 3, Physical 4)
   + Attention Coprocessor
   + Radar SensorRating 3
   + Bulk ModificationRating 1
   + Math SPU

 == Armor ==
Armor Jacket                       12
Ballistic Mask                      2
Chameleon Suit                      9
Mortimer of London: Berwick Suit    9
   + Concealability
   + Custom Fit

 == Weapons ==
Defiance EX Shocker
   + Concealed Quick-Draw Holster
   Pool: 7      Accuracy: 4     DV: 9S(e)    AP: -5    RC: 2
Fichetti Executive Action
   + Concealed Quick-Draw Holster
   + Smartgun System, Internal
   Pool: 7 (9)  Accuracy: 8     DV: 7P       AP: -     RC: 2
Streetline Special
   + Concealed Quick-Draw Holster
   + Smartgun System, Internal
   Pool: 7      Accuracy: 6     DV: 6P       AP: -     RC: 2
Unarmed Attack
   Pool: 2      Accuracy: 4     DV: 2S       AP: -     RC: 2

 == Commlink ==
Living Persona (ATT: 3, SLZ: 4, DP: 4, FWL: 3)
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   + Subvocal Mic
   + Micro-Transceiver

== Gear: Equipped ==
Ammo: Regular Ammo (Light Pistols) x20
Ammo: Regular Ammo (Holdouts) x10
Ammo: Stick-n-Shock (Light Pistols) x20
Ammo: Stick-n-Shock (Holdouts) x10
Ammo: Taser Dart (Tasers) x10
Backpack (Good)
Biomonitor
Bug Scanner Rating 6
Cellular Glove Molder Rating 4
Climbing Gear
Contacts Rating 3
   + Smartlink
   + Flare Compensation
   + Camera, Micro Rating 1
Cram x5
Datachip x10
Fake SIN Rating 4
   + Fake License (Weapon License) Rating 4
   + Fake License (Concealed Carry Permit) Rating 4
Lockpick Set
Long Haul x2
Medkit Rating 3
Psyche x5
Rapelling Gloves
Restraint, Metal x3
Restraint, Plastic x10
Stealth Tags x10
Survival Kit
Tool Kit (Hardware)
Tool Kit (Disguise)
Zen x5

 == Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
   + Sensor ArrayRating 2

 == Contacts ==
 (Fixer/Drugs), (Connection: 4, Loyalty: 2)

 (Parasecurity Expert), (Connection: 1, Loyalty: 2)



Let me know what you think and how to make it better. What comes to mind is is that the muscle toner should be dropped, and that skills should probably be capped at 4 (to take advantage of two +2 buying hits diagnostics of L4 sprites).   
« Last Edit: <08-30-17/1043:56> by FST_Gemstar »