So I have an intuition mage with an intuition of 9 (due to incr INT spell) and a Log of 4. I could pick up an increase Log spell, and have a spirit of man cast it on me, and run with a Log of 8. I have a basic understanding of hacking, with lots of little things that I find confusing. Playing with a group of newbies (including GM) and our decker is not having a lot of fun with it due to lack of in depth Matrix action from GM, and lack of general understanding of hacking by everyone. I'm considering dabbling in hacking to either join her on hacks so the GM can do matrix plots that include more than one player, or replace her should she make a new character.
My focus would be on sleaze actions: Snoop, Spoof Command, Control Device, Trace Icon, Hide. It is worth noting that we've reduced the hacking skills from 6 to 3 (with this group, we tweaked a lot of skills and groups, but that is another story). The entire electronics group is combined into Computer, Electronic Warfare was combined into Hacking. So there is one group with Cybercombat, Computer and Hacking. I already have Computer at 2. What I'm looking for is what kind of dice pools would allow me to do some basic hacking on devices. I don't think I'm going to be entering hosts and cracking files. Mostly I'll be opening doors, fiddling with cameras, and marking commlinks to snoop or trace icon and such. I don't intend to be engaging in cybercombat. If I come under attack I'm likely to just jack out. With an additional investment of 12 karma, I could have Computer and Hacking both at 3. This would give me 11-12 dice for most actions I want. Fun tricks like analyze device (16 dice with mentor and spec), I could be a decent back up hacker.
With 11-12 dice (13-14 if hot sim and not running silent), what could I reliably hack? That is a good dice pool against many devices, but are mag lock doors usually slaved to a host? Trying to explore this possibility as I consider the value of it. I'm essentially trading an initiation or 2 spells for this ability.
If the player drops the decker and makes a new character, the GM may allow me to repurpose the 6 ranks of astral combat into hacking skills. Kinda thinking I should be casting mana spells instead of astral combat anyway.