Notes:
Overall Concepts: There seemed to be three major roles here within the concept: Infiltrator, Hacker, and Niche Combat.
* Infiltration: This is handled by the Stealth group, Con/Etiquette/Gymnastics/Perception/Hardware skillsets. Allows for B&E and also Deep Cover though less effective.
* Hacker: Hacking, Electronics, Electronic Warfare, Pilot(Aircraft) for Rigging, and Gear allow for this role.
* Niche Combat: Silent killing or Silent Non-Lethal takedowns from Unarmed/Sai and Silenced Firearm [either Pistols or Automatics] will satisfy. Sai gives the ability to take down Immortals as well.
Contacts: As mentioned above, I am planning on using the character's clan as a contact, relying on their shadow network for most of what is needed. I'm assuming that group contact is best for this, correct? Would it be possible to make this into an Immersion Group as well, for purposes of Adept Initiation?
Attributes:
*Body 3: Odd to ensure proper rounding for the Physical Track. It's low on the Encumberance angle, but I was planning on using SoftWeave and Lighter Armor anyway. FFFBA and SecureTech PPP seemed smart. Should this go to a 5 somehow, even though the goal is to avoid combat outside of Immortal Duels?
*Agility 5: Hitting people is quite good, and it plays into skills too. Leaving it at 5 leaves it open to softcapping with 'ware. Is this the best course for this character, or should Mind over Matter play into account?
*Reaction 5: Getting hit sucks. Dodging = Ninjutsu. Hitting first is a great way to ensure victory. Five seemed like the smart play.
*Strength 3: Odd for proper rounding on DV. The DV boost is very low, but I understand that net hits on the attack roll seem to roll over to DV -- is that correct? I don't know if STR = RC will come into play or not. Should this be raised to 5 for extra DV and possibility of softcapping with 'ware?
*Logic 4: I wasn't sure about Logic. It seems important for Hardware [Maglocks] and Software [Coding] but not really for any other actual Matrix work. Computers and Data Search seem to be Skill + Program, not Skill + Attribute if I read them correctly. Should this be dropped lower to help boost another stat? Raised for Mind over Matter?
*Intuition 5: I've seen people dump this stat hard, but Perception and Initiative have always seemed important to me in any system I've played in. Infiltrators seem to need both -- thoughts on this specific instance?
*Willpower 3: Odd for proper rounding for Stun Track, but is it enough to defend against mental assaults? Seems like it might be a big hole -- is it?
*Charisma 3: Is this enough for the limited use of the social skills? I planned on possibly specializing post-gen in Japanese etiquette but other than that I wasn't expecting to touch either much for quite some time. Deep cover and social engineering were meant to be minor functions, but then again I don't know if we have a face.
*Magic 5: At first I recoiled against not hardcapping Magic at 6 before starting to read the forums, but one of the lessons I learned was that hardcapping normally is bad. In this case, even with adepts it appears to be inefficient Karmatically. Magic 5 seemed to be the standard Adept start, 'ware or no 'ware.
*Edge 2: This is my first SR campaign as I said, and I was really tempted to hardcap this too. The forums once more tempered my instinct because of GM fiat on the refresh rate making it really hard to optimize without determining how often it refreshes. I erred on the side of caution for now and didn't touch it -- which seems to be the general consensus in this situation, if I've read correctly.
Skills:
*Stealth 4: This seems to be the best buy for the Stealth skills. Palming doesn't seem to be much in demand around the forums, but Disguise and Shadowing seem to fit well enough into the Infiltrator's arsenal to warrant Stealth 4. Otherwise, would this be wise to break and just go Infiltration 4? I was planning on breaking this immediately post-gen and going for Infiltration (Urban) 6.
*Electronics 4: This seems to be a no-brainer for a Coding Hacker and it benefits the Infiltrator too. Computer and Data Search seem to be rather commonly used, while Hardware can be used in upgrades and bypassing maglocks as Software helps in coding. Can you specialize software in Coding/Programming?
*Hacking 6: Seemed like the best place for my 6. Hacking needs a strong front, and this is the driving BP force. This is my primary role outside of runs, tech specialist. Ideas for specializing here? Seems like it might be a good idea for Adept Power: Improved Tech Skill?
*Electronic Warfare 1: It's useful to Hackers to be able to scan for such signals, and you can't default on it. Seemed like the smart play.
*Con 4: Shinobi would sometimes go into Deep Cover for long periods of time to gain an assassination window or to get intel. Con seemed like the skill to pull this off. Is this enough of a dice pool to get by for most common uses, or should I look into Emotitoys/Empathy Software/etc?
*Etiquette 2: I'm not sure as to the optimal level for this skill. Level 2 is a placeholder, with an intent to specialize in Japanese Culture. Seems like a good skill to have, but level 2 breaks what little of CharOp I've seen here. Thoughts? Advice?
*Unarmed 4: Ninjutsu was both an unarmed and an armed art. Infiltrators usually study martial arts. Seemed natural, even if it is a BP sink along with a firearm skill and a melee weapon skill. Thoughts? I doubt I can convince the GM to give me this in the EWP: Ninjutsu Weapons I'm hoping to propose.
*EWP: Sai (Or Kusarigama) 4: The main weapon for the melee combat should it come to that -- Immortal Duels or not. If my character does its part, there should be little use outside of duels, but we all know what happens to plans at first contact. Planning on getting this to 6 ASAP. If I can get the EWP (Ninjutsu Weapons) approved, I'll replaced this with it and specialize in the main weapon -- Sai or Kusarigama.
*Pistols or Automatics 4: I'm not sure which is better here, honestly. Looking for silent killing but having the ability to go loud for major damage if needed. Pistols seem easier to conceal and fit the archetype better, but SMGs/ARs tend to be louder and Automatics would give more options. Thoughts?
*Gymnastics 4: The consensus seems to be that most people favor Gymnastic Dodge over Dodge. I'm assuming this is because Dodge is limited in scope and even doubling it on Full Defense doesn't save it compare to Gymnastics' versatility. I leaned toward this for that reason and let's face it -- Gymnastics fits both a shinobi archetype and a Sam Fisher archetype better than Dodge would.
*Pilot (Aircraft) 1: This skill can't be defaulted, and seems to be required for successful Remote Command of aerial drones. I thought about adding Pilot (Anthroform) too, but I'm not sure about the use of ground drones too much yet. Thoughts of adding rigging to this cluttered mix?
Positive Qualities:
*Adept: Seemed the best way to blend the character elements together, using the Adept Powers -- unless there's a better way?
*Martial Arts (Arnis De Mano): +1 to Called Shot (Disarm) and allowing Disarm to cause damage seemed too powerful to ignore when combined with Two-Weapon Style, Off-Hand Training (Sai), Sais, Counterstrike, Full Parry, Riposte, etc. This was the main motivation for the change to Sais over the Kusarigama, my original choice.
*Marital Arts (Krav Maga): +1 to Called Shot (Disarm) stacks with the above, works for me.
*Martial Arts (Ninjutsu): Seemed really disappointing for me, thus I did not take it even for thematic reasons.
*15BP free to play with. I had some ideas for possibilities, but please feel free to suggest anything!
*Codeslinger (Hack on the Fly/Control Device): Hack on the Fly as most of my mid-run work would be AR based, and Control Device for Rigging.
*Restricted Gear: Namely looking at a MilSpec Comlink and 'Ware implants.
*An Adept Way/Walking the Ways if allowed by the GM.
*Biocompatability if 'ware is chosen
Negative Qualities:
*I enjoy good fun character flaws for characters, but I also do admit to trying to choose ones with holes I can close easily if needed. Why? I've had GMs/DMs in the past whom have decided to use GM fiat to cause character crippling. I've never approved of it, and it almost always seems to be out of spite whenever I've seemed a GM use it on myself or others. I'm assuming that at some point most of us have experienced this sort of negative play experience.
*Media Junkie (Mild): Infiltrators/Shinobi are all about knowledge. What you know is what keeps you alive in the field, and so an almost borderline need for such information seems appropriate for this quality.
*Poor Self Control (Coding and Hack Secure Nodes): I don't like the way that these are implemented here, but it seems to be the closest I've found thus far. I've never thought of this character type as having poor self control. Are there better qualities to help express the innate drive and need to code/hack? I see this as something the character developed upon discovering the Computer Age and was drawn to -- not only by being good at it, but feeling like it was a part of his being and that he had to continue to do so. Both could be seen as a way to test one's skill, to train, as well as the creative outlet expressed when coding or finessing your way past a firewall and into a system.
*Can anyone come up with any fun, non-GM fiat negative qualities that are enjoyable at the table but don't allow the GM to carte blanche cripple a character? The PSCs seem munchkin fodder, so I want to balance it out even though they are a part of the character in my head. Depending on the values given by the GM for the PSCs, I do need to fill out the 35 BPs.
Martial Arts Maneuvers:
* Currently I only have selected the Two-Weapon Style, Off-Hand Training (Sai) and Riposte to setup the Disarming combination. The Disarm maneuver seems like a trap as it doesn't appear to accept the boosts from my Martial Arts -- it will do damage, but not get the +2 DPM.
* For Two-Weapon Style, since you're technically not attacking with both weapons, do you have to split your dice pool? I don't believe you would, but I want to be sure. Also, when defending, do you get the bonus for defending with both weapons? I would think that logically you would.
* Are there any other maneuvers that would be good for this archetype?
Adept Powers:
* Geasa: I am planning on trying to ensure this is available to me. I was planning on using Meditation, something similar to the Flame and the Void from the Wheel of Time series to play it out. Daily meditation is thematic, although for these geasa I would keep the amount of time very short. Is this a commonly accepted Geasa or does it appear as heaps of munchkin fodder? If so, what would you suggest thematically? I like the concept of Geasa as I concur that many powers are overpriced, but the rule about not allowing GM fiat to cripple characters applies here too. Thoughts?
* Counterstrike: I've seen that a lot people on the forums suggest this is a level one and done power. I'm assuming this is a cost-effective reasoning, am I correct?
* Is this a build that seems to scream Mind over Matter to save points with Logic -> Agility? It seems easier to soft-cap Agility with 'ware than Logic, or am I wrong? Naturally, this would be one power that did not carry a Geas so as to avoid GM fiat.
* Motion Sense, Magic Sense, Eidetic Sense Memory, etc.: These seem cool and thematic, but are they fluff or cost-effective, mechanically sound, useful choices in the eyes of the board?
* Aside from the obvious traps of Wall Running, Trackless Step and Gliding, are there any hidden traps that I'm missing?
* If one takes the appropriate Way and a Geas, is Improved Reflexes 3 suddenly worth it, or should 'ware still trump it?
* Combat Sense: This seems to specifically add +1 to the actual Reaction attribute in Surprise Tests and in melee/ranged defense tests per level. Am I reading this wrong? If not, is this capped by the racial augmented maximum as we power itself has no innate cap aside from the Magic Attribute?
* Aside form Counterstrike 1, Combat Sense X, Improved Reflexes X, Improved Skill (Sai, Hacking, Infiltration, ?) Enhanced Perception, Motion Sense, and Magic Sense -- what are the forum's suggestions for adept powers?
Immortal Duels: There can be only one, and as such there must be a way to take heads. The use of an edged weapon is required, and I want to use a ninjutsu weapon that wasn't the typical ninja-to so as to fit into the background. On top of that, I'm sure I'll see a lot of katanas, nodachis, claymores, and Combat Axes. Originally this was conceived with a Kusarigama, but due to the text limitations on in-building use [which is realistic] and mechanics -- Subduing seems less optimal in terms of locking down an opponent than disarming them -- I switched to a pair of Sais. Are my comparisons below correct?
Kusarigama:
+ Reach 2 on the Manriki.
- Reach 2 on the Manriki prevents TWStyle -- even if you interpret the Kusarigama as being able to be wielded as two weapons.
+ Manriki Subduing seems to act as a locking mechanism on melee opponent, should help control Immortals.
- Subduing doesn't appear to be easily boosted in terms of DV/AP.
- Neither the Kama/Sickle nor the Manriki portions appear to be DV/AP efficient nor appear to be able to be easily boosted by other effects.
- Subduing appears to take up the full IP with a Complex Action, thus preventing the lockdown with the Manriki and the use of the Kama for extra damage.
- Exotic Weapon: No specialization dice, must use EWSkill and thus limits options. Attempting to resolve with EW: Ninjutsu Weapons.
Sais:
- Reach 1 on the Sai, potential disadvantage against the Nodachi/Combat Axe/Claymore.
+ Reach 1 on the Sai allows for TWStyle
+ Disarming has no negative modifier when using Sais.
+ Martial Arts boosts become a positive DCM for disarming with Sais instead of trying to mitigate modifiers.
- Sais don't appear to be DV/AP efficient and don't appear to be easily boosted.
- Disarm doesn't appear to be easily boosted in terms of DV either, but at least the Disarm is able to cause damage with Martial Arts.
+ Disarm does take up the attack action, but one can attack with two Sais if desired after disarming, with stacking penalties to the opponent's defense pool.
- Exotic Weapon: No specialization dice, must use EWSkill and thus limits options. Attempting to resolve with EW: Ninjutsu Weapons.
Disarming:
* Can one disarm other items besides weapons, and still cause the opponent damage? If so, would it be advantageous to declare dualwielding disarms with the Sais to get the +2 from Martial Arts Disarm Boosts, possible +2 from specializing in Disarming, -1 and -2 to the defender's dice pool due to the dual attacks, and possible Counterstrike bonuses all after splitting the dice pool? Seems like the weapons would lose -- at current levels -- two dice from the split, gain one net dice back with the first attack and both back with the second? Naturally this is a full out assault strategy and not the careful parrying strategy of TWStyle, but if they have no weapon...
'Ware:
* GM decided that 'ware of all kinds worked on Immortals, with no restrictions mentioned yet to their abilities. Thus, please feel free to include implant suggestions. I'm open to 'ware but didn't add it above because of a lack of distinct knowledge.
* If we go this route, Biocompatibility seems like a smart play.
* This catagory is probably where the decision gets made for Agility vs. Logic + Mind over Matter. Both concepts intrigue me and I'd enjoy hearing both sides.
Hacking:
* I'm hoping that Program Degradation does not happen, but I am not certain yet. If it does, then my skill should be enough to keep things patched up.
* Is Restricted Gear for the 20 Availability Comlink in War! worth the effort? Or should I stay with the 5 Device rating and obtain programs that can run at 5+Options or 6+Optimization 1 until I can acquire the Device 8 Rating Comlink in game? I understand there is a rule about only being able to upgrade hardware two steps for each component on the comlinks.
* I'm planning on writing my own software in-game also, which is how I'll be able to get the Rating 10 software. This should allow me to act as the security expert and equip the team appropriately. This will also allow me to backdoor into their systems as needed -- after all, there can be only one!
* Is there information on creating your own programming haven similar to the ones spoken of in Unwired? The ones listed appear to be legal [not desired as most will be illegal software] or shadow and likely to steal your code -- which isn't exactly desired either. If so, can you direct me to it please?
* When coding your own software, are the program options technically separate in terms of timeframes, tests, and components or are they all completed at once? If they are separate, does that mean in theory that someone could write a program option -- say, Optimization 3 -- and keep the code secure without the need to ever create it again [assuming no degradation] and just insert it into software being written thus shortening future development? This is one way IRL developers work, using existing code and interweaving it into their own before compiling it together.
* Aside from Optimization to ensure higher level programs can run on lower level hardware, Ergonomic to prevent response drain, and Mute for Exploit programs, what other Options do you suggest?
* What programs do you consider Ergonomic as essential on?
* When trying to Encrypt communications to protect your team's tacnet or your drones, should every device be running an Ergonomic Encrypt?
Drones:
* Can Pilots be handwritten similar to programs? Can they be pirated? I am assuming yes, but I am not sure.
* If they can be handwritten, do program options like Optimization work on them?
* I am considering trying to find enough drones to act as my own personal tacnet for solo runs while maintaining the ability to bring teammates in as needed. Is this viable, and if so what are your recommendations?
* Stealth programs hide you while you're trying to hack against Analyze. Would running an Ergonomic Stealth program help protect a drone against being Scanned or Hacked?
* With everything going on here, does adding rigging into the mix with autonomous and Remote Command seem like too much?
* Am I evil like Xavier St. Cloud for wanting my Tacnet drones to also have at least one sniper aerial drone prepared to kill an Immortal if it looks like I'm losing so I can turn the fight around? If so, then it seems like a good idea.
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Final Comments:
I know this has been a long wall of text and for those of you that made it this far, thank you again for reading it all. Hopefully your expertise can help me trim this down and suggest possible refinements to make this character's optimization phase complete. I look forward to any and all constructive criticism!