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First SR char. Hacker!

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aviendah

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« on: <08-24-11/1352:08> »
Hi,
Trying to build myself a hacker. Would like some in put, how does it look?

Attributes
Body: 3  Agility: 2 (4) Reaction: 5  Stregth:2  Charisma: 2  Intuition: 5 (8 ) Logic: 4 (7)  Willpower: 3   Edge: 3

Essence: 3.43
Initiative (Matrix): 13 (14)
Initiative Passes (Matrix): 1 (3)
Physical Damage Track: 10
Stun Damage Track: 10

Active Skills
Artisan(DJ): 1 (+2)
Automatics: 3
Cybercombat: 4
Dodge (Ranged):  4 (+2)
Electronics Skill Group: 4
Electronic Warfare: 5
Etiquette (Matrix): 1 (+2)
First Aid: 2
Hacking: 5
Infiltration(Urban): 4 (+2)
Perception: 4

Knowledge Skills
Club Music; 3
Corporate Security Procedures: 3
Corporate Matrix Security Procedures: 5
Matrix Chat Rooms: 3
Operating Systems: 5
Safe Houses: 3

Language Skills
English: N
Russian: 3
Japanese: 2

Qualities
Analytical Mind (5 Bp)
Codeslinger (Hacking on the fly) (10 BP)
Sinner (+5BP)
Mild allergy to Broccoli (+10 BP)
Day Job(DJ) (+10 BP)
Prejudiced outspoken(Goblin rockers) (+10 BP)

Gear & Lifestyle
AR Gloves; Armor Vest; Biometric Reader; Subvocal Microphone; Dj equipment; 4 Fake SINs (Rating 4); 2 Fake License's (Rating 4); Credstick; Commlink (Sony Emperor); Tool kit (hardware); Medkit (Rating 6);
P93 Praetor (PINK, w/ Flashlight, Electronic Firing, Gasvent Rating 3, Heavy barrel, SmartGun system, 10clips of explosiv ammo,
Ares Crusader (PINK w/ Gasvent rating 2, SmartGun system) 10clips of regular ammo.
Shared Lifestyle (High, one month)

Programs
Analyze 5; Armor 5; Attack 5; Biofeedback Filters 4; Black Hammer 4; Browse 5; Command 5; Data Bomb 3; Decrypt 4; Edit 5; Encrypt 5; Exploit 5; Scan5; Spoof 5; Stealth 5; Track 4;

Cyberware
Commlink (Sony Emperor modified for BTL/Hot Sim, w/Response 5, Signal 5, System 5, Firewall 5)
Cybereyes (Rating 3, w/Flare Compensation, Low-Light Vision, Smartlink, Thermographic Vision, and Protective Covers)
Cyberears (Rating 4, w/Earrecording unit, Soundlink, Damper, Spatial recognizer, Audio Enhancement rating 3, Select soundfilter rating 5)
Datajack
Data Lock (Encryption 5)

Nanohive (rating 2); Neocortial (Rating 3); Limbic (Rating 3)

Bioware
Muscle toner (rating 2)
Sleep Regulator

UmaroVI

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« Reply #1 on: <08-24-11/1413:18> »
Take a look at my signature for some examples of mundane hackers: specifically, the Generalist, the Combat Hacker, and the Mercenary Rigger. Of them the Combat Hacker is probably closest to what you are going for, but you might find looking at the others helpful too.

Specific issues you have:

Neocortical and Limbic nanites do not work like that. They give you a bonus to logic and intuition linked skills, not to the attributes. This actually makes them better because logic doesn't help you hack.

You should really, really, REALLY have PuSHeD and Encephalon 1, if not Encephalon 2. Those similarly help logic linked skills ie hacking.

Cybercombat is of questionable use; it's rarely helpful to cybercombat because it means you've already been caught. It's not totally worthless but I have never seen it be anything but a waste of time.

Electronic Warfare is useful but not THAT useful; 5 is overkill. You would be much better off with 4 EW and 6 hacking, and you don't even really need 4 EW that badly.

More generally:

You have cybereyes and cyberears implanted; are you sure they are worth the essence and money to you compared to just wearing glasses and earbuds? In my opinion, cybereyes are a maybe thing for mages and neither are worth it for anyone else, unless it's a "because it is cool" thing.

You should consider getting a cyberlimb to put that nanohive in, instead of implanting it directly, as it is much more essence friendly.

You have ware and appear to want to be OK at physical combat, but you don't really have the 'ware you need to actually be good at it, which is Wired Reflexes.

Buying programs at 4 is the absolute least efficient thing you can do. Rating 3 is 1500, Rating 4 is 4000, rating 5 is 5000. You should get them at 5 or at 3.

There's lots of little things; I would suggest looking at the Archetypes hackers for some ideas and for the minor tricks and whatnot.

baronspam

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« Reply #2 on: <08-24-11/1506:52> »
I echo Umaro's advice on PuSHeD and Encephalon.  Basic kit for a augmentations hacker.

I also agree about Electronic Warfare.  Its usefull for finding hidden nodes and interecpting wireless signals, but a Hacker/Technomancer should have Hacking 6.  Its your most important skill by far.  Hacking 6, maybe even a specialization.

Cybercombat- it depends on the campaign and how the gm runs the matrix.  Some people will have IC and Spiders in every node  with databombs and excryption everywhere, and you need more than the one turn that a Mute option on your programs will buy you.  Other GMs its a rare thing and can be handled by grabbing the data and running like a bunny.  Ask your GM what he thinks about it.  If he recomends it that means he expects you to have it and will punish you for not.  If he says its optional pass.  You only really do cybercomat if there is no other option left.

Umaro frequently suggest skipping cybereyes and cyberears for glasses and earbuds.  While he certainly is one of the resident character design gurus, I am not sure I agree on this one.  Its not that much money or essence, and you never drop them, loose them, have them confiscated, etc. When you wake up in the middle of the night to the sound of some coming through the window you don't have to scarmble for gear, you can just see.   I think the main reason to skip them is if you are either going for an essence 6 character (mage/techomancer) or are going for a subtle build that can pass a MAD scanner with a clean scan (a bioware only build). 

Throw a specialization on your automatics as soon as you have the karma, and remember that wide bursts is an excellent way to hit someone if you have only so-so firearms skills.

If you want to be considered a "combat hacker", meaning physical combat/gunfire is your secondary area, you really should pick up a level of wired reflexes.  Its cheap and you have the essence to spare.  Extra passes make a huge difference in overall combat effectiveness.

« Last Edit: <08-24-11/1534:15> by baronspam »

UmaroVI

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« Reply #3 on: <08-24-11/1555:00> »
Cybercombat- it depends on the campaign and how the gm runs the matrix.  Some people will have IC and Spiders in every node  with databombs and excryption everywhere, and you need more than the one turn that a Mute option on your programs will buy you.  Other GMs its a rare thing and can be handled by grabbing the data and running like a bunny.  Ask your GM what he thinks about it.  If he recomends it that means he expects you to have it and will punish you for not.  If he says its optional pass.  You only really do cybercomat if there is no other option left.

Umaro frequently suggest skipping cybereyes and cyberears for glasses and earbuds.  While he certainly is one of the resident character design gurus, I am not sure I agree on this one.  Its not that much money or essence, and you never drop them, loose them, have them confiscated, etc. When you wake up in the middle of the night to the sound of some coming through the window you don't have to scarmble for gear, you can just see.   I think the main reason to skip them is if you are either going for an essence 6 character (mage/techomancer) or are going for a subtle build that can pass a MAD scanner with a clean scan (a bioware only build). 

On Cybercombat: it takes some major houseruling to make Cybercombat useful. If your GM runs the matrix in a sufficiently loopy way to make you care (such as "THOU SHALT NOT PASS" IC that you have to fight through and that doesn't call for help or get backup), you want Agents to do your fighting - being good at cybercombat yourself is a very meh option.

If you do care, the way to be good at cybercombat is to (a) ALWAYS HACK FROM AR. This is key, because if you cybercombat a lot, hacking in VR will get your brain fried, whereas hacking from AR will make you die in a videogame and not really care much. (b) use Agents. With Cascading. Cascading is extremely good. Also, the Cybercombat skill kind of blows, even for Cybercombat. If you really want to kung fu in the matrix, just be good at Hacking, and use Nuke. Nuke is pretty much just better than Attack , and uses Hacking, not Cybercombat. You do want some agents with Cybercombat and black IC for shafting anyone fighting from VR or any technomancers, though.

On cybereyes/cyberears: They aren't too much money, but they are an inexcusably large amount of essence. He's paying .9 essence to have built-in goggles and earbuds. Is that really worth it? I can think of much better things to do with it, personally. I understand the desire for cybereyes to be cool because they are all futuristic and cyberpunky and SHOULD be good, but all they really are is a very essence-unfriendly way to glue your contacts in place.

rasmusnicolaj

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« Reply #4 on: <08-25-11/0219:21> »
I have to agree with Umaro.
Cybereyes are to expensive and eats your essence. A pair of upgraded contact lenses cost around 1000 nuyen so buy an extra pair and in a tight spot you can even sleep with them.

As a combat hacker maybe you should be able to be good with drones too. A vital function (in my oppinion) for at combat hacker is being able to help your teammates with tactical advice in the heat of battle and small observation drones are ideal for getting information on the battlefield. It's a huge advantage If you can see your opponents without having to stick your precious face out in the firezone and then relay to you bodies where to focus their fire. Maybe even get a bigger drone with some firepower - let the drone shoot for you so you can hide behind som crates.
I know that is what a rigger does, but personally I think it's a very good way to make a combat hacker because it expands on your technoskills rather than giving you two different skill sets.

Regards
Rasmus
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Shadowjack

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« Reply #5 on: <08-25-11/0324:25> »
One thing to consider: By taking specializations during character creation you are essentially paying more. I like the idea of taking them during creation as well but it is too expensive so these days I only taking them when the game starts. I might make an exception for something really important to my character.
Show me your wallet and I'll show you a man with 20 fingers.

baronspam

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« Reply #6 on: <08-25-11/1207:26> »
One thing to consider: By taking specializations during character creation you are essentially paying more. I like the idea of taking them during creation as well but it is too expensive so these days I only taking them when the game starts. I might make an exception for something really important to my character.

In general I agree that specializations are so cheap once you start getting karma that its best to hold off on them.  It doesn't take more than a session or two to have enough karma to fill out all the specializations you want.  There are a few exceptions.

Some builds, like magicians, adepts, and technomancers, have huge karma sinks for their initiations/immersions, and because such things so greatly enhance their builds you want all karma to go toward them asap.  Some people build their specializations into such characters at creation.

Sometimes you want a bit of functional skill in an area but its a sideline an you don't want to spend karma on it during play.  for example, you have a decent agility and want to be able to sneak a bit.  You go for Infiltration 1 (urban +2).  It costs 6 bp, you have agility +3 as a dice pool, and you don't have to put anything toward it after creation.  Or maybe you want to be able to ride a motorcycle somewhat well.  Pilot ground 1 (cycle +2) and you never mess with it again.  This is still less efficient that waiting on the spec but its gets you a functional skill at the first session and you don't have to divert karma from raising your primary skill.

Also, if you get to the end and have two or four build points you don't know what to do with a spec is a reasonable way to go.

But as a rule of thumb, wait for karma, especially if you are tight on points and having trouble finding points for everything.