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Hacker/Support

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Ratboy

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« on: <04-30-12/2025:53> »
I'd like input on this Hacker character who is expected to provide additional support (such as B&E and medical care) because of high Logic.  I'm New to this, so please go easy on me!  :)

Note: GM is allowing only SR4A and Arsenal, since we're new to this system!

I used input from UmaroVI's wonderful archetypes, but I had to drop things that weren't in these two sourcebooks.  Therefore, I might be overlooking needed programs or something.

Also, other than "specializations", I don't know what should be saved for karma instead of BP.  I'd appreciate tips on that, as well as hints-of-the-pros like "make your strength an odd number, since it rounds up"...  ;D

Thanks!
Ratboy (not related to Rikki Ratboy, BTW)



== Info ==
Name: Joey M
Human
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 2
Public Awareness: 0
Composure: 6
Judge Intentions: 5
Lift/Carry: 6 (45 kg/30 kg)
Memory: 9
Nuyen: 0

== Attributes ==
BOD: 3
AGI: 5
REA: 3
STR: 3
CHA: 2
INT: 3
LOG: 5
WIL: 4
EDG: 6

== Derived Attributes ==
Essence:                   5.92
Initiative:                6
IP:                        1
Matrix Initiative:         8
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         10

== Qualities ==
_Positive_
Ambidextrous
Codeslinger (Hack-on-the-Fly)
Erased (24 Hours)

_Negative_
Addiction (Mild) (Stimulants)
Allergy (Uncommon, Mild)
Allergy (Uncommon, Mild)
Allergy (Uncommon, Moderate)
Spirit Bane (Watcher Spirits)


== Active Skills ==
Biotech Group:             : 1  Pool: 6           
Firearms Group:            : 1  Pool: 6
Cracking Group:            : 4  Pool: 9
Electronics Group:         : 2  Pool: 7

Armorer                    : 1  Pool: 6
Dodge                      : 2  Pool: 5
Infiltration               : 4  Pool: 9
Locksmith                  : 1  Pool: 6
Perception                 : 1  Pool: 4


== Knowledge Skills ==
Area Knowledge (NYC):      : 2  Pool: 5
Business                   : 2  Pool: 7
Corp Security Procedures   : 4  Pool: 9
Mafia                      : 2  Pool: 5
Matrix Infrastructure      : 3  Pool: 8
Operating Systems          : 3  Pool: 8
Security Design            : 2  Pool: 7

English                    : N  Pool: -
Japanese                   : 3  Pool: 6
Classic Lingo              : 2  Pool: 5
Italian                    : 1  Pool: 4

== Contacts ==
Fixer (6, 4)
Gossip/Entertainment Reporter (6, 1)
Mafia (2, 2)
Street Doc (6, 2)
Underground Computer Dealer (6, 2)

== Lifestyles ==
Middle  1 months (Shared house)

== Cyberware/Bioware ==
Datajack

== Armor ==
Lined Coat                6/4
   +Nonconductivity 6
   +Special modification (secret)

== Weapons ==
Ingram Smartgun X
   +Concealable Holster
   +Stock
   +Gas Vent 2
   +Smartgun System
   +Sound Suppressor
   DV: 5P   AP: -   RC: 3
   Spare Clip (Ingram Smartgun clip) x10
   Ammo: Regular Ammo (Submachine Guns) x160
   Ammo: Tracer (Submachine Guns) x60
   Ammo: Gel Rounds (Submachine Guns) x160
   Ammo: Stick-n-Shock (Submachine Guns) x160
   
Streetline Special
   +Concealable Holster
   DV: 4P   AP: -   RC: 0
   Spare Clip (Streetline Special) x10
   Ammo: Regular Ammo (Holdouts) x30
   Ammo: Gel Rounds (Holdouts) x30
   Ammo: Stick-n-Shock (Holdouts) x30
   
Survival Knife
   DV: 3P   AP: -1   RC: 0
Unarmed Attack
   DV: 2S   AP: -   RC: 0

== Commlink ==
Hermes Ikon (5, 6, 5, 3)
   +Novatech Navi
   +Simrig
   +Sim Module (Hot)
   +Satellite Link
   +AR Gloves
   +Printer
   +Subvocal Microphone
Sony Emperor (2, 2, 2, 3)
   +Renraku Ichi

== Gear ==
Autopicker Rating 6
Cellular Glove Molder Rating 1
Keycard Copier Rating 6
Lockpick Set
Miniwelder
Monofilament Chainsaw
Sequencer Rating 4
Wire Clippers

Goggles Rating 6
   +Image Link
   +Smartlink
   +Flare Compensation
   +Ultrasound
   +Thermographic
   +Vision Magnification
Earbuds Rating 3
   +Audio Enhancement Rating 3
Electronic Paper
Skinlink
Tool Kit (Electronics)
Trodes


Agent Rating 4
Analyze Rating 6
Biofeedback Filter (Hacked) Rating 6
Browse Rating 6
Command (Hacked) Rating 6
Decrypt Rating 6
Defuse (Hacked) Rating 4
ECCM (Hacked) Rating 5
Edit Rating 6
Exploit Rating 6
Scan Rating 6
Sniffer Rating 6
Stealth Rating 6
Track Rating 3

Fake SIN (Mundane) Rating 1
   +Fake License (Firearms) Rating 1
   +Fake License (Driiver) Rating 1
   +Fake License (Security Tools) Rating 1
   +Fake License (Programs) Rating 1
Fake SIN (Running) Rating 4
   +Fake License (Firearms) Rating 4
   +Fake License (Driver) Rating 4
   +Fake License (Security Tools) Rating 4
   +Fake License (Programs) Rating 4
Fake SIN (Knight Errant) Rating 4
   +Fake License (Firearms) Rating 4
   +Fake License (Driver) Rating 4
   +Fake License (Security Tools) Rating 4
   +Fake License (Programs) Rating 4

Medkit Rating 6
Medkit Supplies x10

Stimulant Patch Rating 1
Stimulant Patch Rating 2
Stimulant Patch Rating 6
Psyche


(If I should post the whole thing in a different way, other than the "spoiler" function, please let me know.)

All4BigGuns

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« Reply #1 on: <04-30-12/2029:15> »
Number one, the 'hacked program' stuff I believe is in Unwired (just like the Program Options--which you definitely need if you want rating 6 programs).
(SR5) Homebrew Archetypes

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Ratboy

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« Reply #2 on: <04-30-12/2034:37> »
Number one, the 'hacked program' stuff I believe is in Unwired (just like the Program Options--which you definitely need if you want rating 6 programs).

I should have mentioned that the GM did allow "hacked" sharing at a reduced cost between two characters on the team, so that's what that indicates.  I should probably rework it to remove that, to be completely SR4A compliant, though, if it's Unwired.

And can I purchase Rating 6 at the start, even though they'll run at only 5 because of the SR4A commlink limit (so I don't have to shell out for Rating 5 and then Rating 6 later?

All4BigGuns

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« Reply #3 on: <04-30-12/2039:21> »
Number one, the 'hacked program' stuff I believe is in Unwired (just like the Program Options--which you definitely need if you want rating 6 programs).

I should have mentioned that the GM did allow "hacked" sharing at a reduced cost between two characters on the team, so that's what that indicates.  I should probably rework it to remove that, to be completely SR4A compliant, though, if it's Unwired.

And can I purchase Rating 6 at the start, even though they'll run at only 5 because of the SR4A commlink limit (so I don't have to shell out for Rating 5 and then Rating 6 later?

If you're allowed to get Rating 6 Response and such without the Runner's Companion Restricted Gear quality, I'd suggest asking about just 'piecing together' a comm with the Response and Signal (and System and Firewall) modules. It'd be a lot cheaper--though it'd pretty much be a GM permission thing. So you know, Runner's Companion, Unwired and Augmentation have been released with updated versions (at least in pdf, not sure about hardcopy yet).
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Ratboy

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« Reply #4 on: <04-30-12/2102:12> »
If you're allowed to get Rating 6 Response and such without the Runner's Companion Restricted Gear quality, I'd suggest asking about just 'piecing together' a comm with the Response and Signal (and System and Firewall) modules. It'd be a lot cheaper--though it'd pretty much be a GM permission thing. So you know, Runner's Companion, Unwired and Augmentation have been released with updated versions (at least in pdf, not sure about hardcopy yet).

Hacking programs are "(Rating x 2)R" availability, so Rating 6 should be available for character creation, I think, even though it will run at only Rating 5 until I can upgrade my commlink.

So, effectively, I can pay 5000 for a Rating 5 program and then pay another 6000+ to upgrade it by a point later, or in effect I can pay 6000 now for a Rating 5 program with a free upgrade to Rating 6 when I upgrade commlink later (by buying a Rating 6 to start).  The question is, how plentiful are nuyen down the road...is the extra 1000 for character creation worth more than the 6000+ in the future?

Or am I reading it all wrong? 

Thanks for your help.

All4BigGuns

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« Reply #5 on: <04-30-12/2103:47> »
If you're allowed to get Rating 6 Response and such without the Runner's Companion Restricted Gear quality, I'd suggest asking about just 'piecing together' a comm with the Response and Signal (and System and Firewall) modules. It'd be a lot cheaper--though it'd pretty much be a GM permission thing. So you know, Runner's Companion, Unwired and Augmentation have been released with updated versions (at least in pdf, not sure about hardcopy yet).

Hacking programs are "(Rating x 2)R" availability, so Rating 6 should be available for character creation, I think, even though it will run at only Rating 5 until I can upgrade my commlink.

So, effectively, I can pay 5000 for a Rating 5 program and then pay another 6000+ to upgrade it by a point later, or in effect I can pay 6000 now for a Rating 5 program with a free upgrade to Rating 6 when I upgrade commlink later (by buying a Rating 6 to start).  The question is, how plentiful are nuyen down the road...is the extra 1000 for character creation worth more than the 6000+ in the future?

Or am I reading it all wrong? 

Thanks for your help.

If you could get the Optimization Program Option, you could run a Rating 6 on a 5 Response (Ergonomic and Mute--for Exploit--are nice too).
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UmaroVI

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« Reply #6 on: <04-30-12/2124:39> »
One thing to keep in mind is that while your stats are mostly irrelevant for hacking, Intuition is not because it factors into Matrix initiative. You might want to try to shuffle things about to have 5 Intuition; I would cut 1 strength and 1 will for that (Will is what you want to be odd - your stun boxes are important. Strength is not, because the damage you do with non-electrical melee weapons is not often relevant).

Ambidextrous is potentially a good quality; you use it to "dual wield" automatics in a funny way where you spend one simple action shooting with your right hand, and the second shooting with your left hand, so as to benefit from two sets of recoil compensators. This is a useful thing, but right now you aren't set up to use it.

I would rethink a bunch of your skills. In particular:
Firearms group is a bad purchase. It's better to be good with one versatile weapon type (ie, Automatics) than bad with three.

I'm not a big fan of cybercombat, but if you really want it Cracking is OK. Without Unwired, I'm not sure that the hacking rules actually make enough sense for anyone to be sure how they work (even with Unwired they're not exactly clear), so it sort of comes down to how your GM runs things.

The problem with Biotech is that First Aid is a lot more useful than the other two skills. First Aid is a really valuable thing to be good at for a runner and I'd think about ditching the skill group and being better at that.

Electronics is important enough that you really should have a 4 if you possibly can. Hardware is really valuable (only way to bypass anti-tamper maglocks), Computer = matrix perception, Data Search is always helpful, and Software in theory lets you program your own stuff but even if you don't want it, 3 good skills is enough for you to want the group at 4.

I'd reconsider Dodge 2. If you free up the points, Dodge 4 might be sensible since you aren't great at physical combat, but blowing an action for all of +2 defense is not really worth it very often; it's just a way to take yourself out of a fight.

I would definitely reconsider Locksmith. An autopicker can get you up to "good enough," it doesn't really synergize (a good street sam with an autopicker will be better than you), and manual locks are not as common as maglocks.

That is a lot of points on contacts and some of those seem really high. For example, why is a street doc Connection 6?

Get yourself Form-fitting Body Armor (which is in Arsenal). Everyone who likes having their blood on the inside should wear it. Get yourself another 3/5 of armor by wearing one "regular" armor piece of your choice and some PPP.

Those goggles are way over 12 availability. Split it up into goggles and contacts.

Spoof is absolutely necessary or you can't deal with slaved peripherals properly. Right now you actually cannot cybercombat and you would want Armor, Attack, and Black Hammer for that.

You can do way better on guns, what guns exactly depends on whether you decide to keep Ambidexterity and what weapons skills you keep, and how much you want to spend to start.

You should really have some cyber/bioware. No Augmentation cuts out some of the good stuff, but even, say, Muscle Replacement 2 and Wired Reflexes 1 will go a long way towards being OK at combat until you can afford better. Muscle Toner 4 and Cerebral Booster 3 are both good purchases later; you may not want either now because you could only get rating 2 now, and they help your secondary ability sets only.


Ratboy

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« Reply #7 on: <05-09-12/2354:25> »
Sorry I haven't replied to your post before this.  I've been trying to work in your suggestions, and I'm playing around with various things.  I think that I'll be relying upon Edge a lot--rather than dropping it to free up points, I'm having to get points elsewhere, so I'm looking at the contacts as you suggested.... 

I have a question...:
That is a lot of points on contacts and some of those seem really high. For example, why is a street doc Connection 6?
I was under the impression that we might need that for future advanced augmentations.  And the same for getting advanced software from the underworld computer vendor.  Is that not needed?


UmaroVI

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« Reply #8 on: <05-10-12/0653:28> »
Contacts can help you find stuff - that's one of the things they do - but so can your group's face. You do not have to have a contact to buy things from.

However, the point I was making was actually that your Connection ratings seem way too high. Rating 6 is someone with international connections and influence. Why is a street doc internationally important?

Ratboy

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« Reply #9 on: <05-10-12/0759:17> »
Contacts can help you find stuff - that's one of the things they do - but so can your group's face. You do not have to have a contact to buy things from.

However, the point I was making was actually that your Connection ratings seem way too high. Rating 6 is someone with international connections and influence. Why is a street doc internationally important?

Oh...I thought I might need to list as a contact a doctor willing to get and implant high-quality (e.g., betaware) and/or restricted/forbidden augmentations.  I guess I wasn't thinking of a doc on the street as much as a connected doctor willng to skirt the law for a lot of nuyen (and needing a high connection score to obtain high-quality augmentations we might want in the future).  I guess you're saying that our face could find one even without having one as a "contact"?


UmaroVI

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« Reply #10 on: <05-10-12/0906:17> »
Yes. A contact can also look for stuff themselves, and sell it to you; they charge more the higher their connection rating is (and they roll Charisma+Negotiation+Connection rather than Charisma+Negotiation like a PC). But a contact isn't required to find things.

"Street Doc" typically means, like, a doctor who doesn't have a proper license and works for hire. Like Spider from Johny Mnemonic. Connection Rating 6 is like a mob boss or a CEO. A street doc would typically be a 3. A well-connected doctor who also has a legitimate business might be like a 4. A 5 would probably be a chief of medicine at a major corporate hospital or something like that.

Ratboy

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« Reply #11 on: <05-11-12/0005:16> »
Based on your extensive suggestions, here's what I came up with...




== Info ==
Street Name: Joey M v2
Human
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 2
Public Awareness: 0
Composure: 5
Judge Intentions: 7
Lift/Carry: 7 (45 kg/30 kg)
Memory: 8
Nuyen: 0

== Attributes ==
BOD: 4
AGI: 5 (7)
REA: 3 (4)
STR: 1 (3)
CHA: 2
INT: 5
LOG: 5
WIL: 3
EDG: 6

== Derived Attributes ==
Essence:                   2.72
Initiative:                8 (9)
IP:                        1 (2)
Matrix Initiative:         10
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         10


== Qualities ==
_Positive_
Ambidextrous
Codeslinger (Hack-on-the-Fly)
Erased (24 Hours)

_Negative_
Addiction (Mild) (Stimulants)
Allergy (Uncommon, Mild)
Allergy (Uncommon, Mild)
Allergy (Uncommon, Moderate)
Spirit Bane (Watcher Spirits)


== Active Skills ==
Biotech Group:                : 1                      Pool: 6          
Cracking Group:               : 4                      Pool: 9
Electronics Group:            : 2                      Pool: 7
 
Armorer                       : 1                      Pool: 6
Automatics                    : 1                      Pool: 8
Dodge                         : 1                      Pool: 5
Infiltration                  : 4                      Pool: 11
Perception                    : 1                      Pool: 6


== Knowledge Skills ==
Area Knowledge: New York City : 2                      Pool: 7
Business                      : 3                      Pool: 8
Corp Security Procedures      : 6                      Pool: 11
Mafia                         : 2                      Pool: 7
Matrix Infrastructure         : 4                      Pool: 9
Operating Systems             : 4                      Pool: 9
Security Design               : 3                      Pool: 8

English                       : N                      Pool: -
Japanese                      : 3                      Pool: 8
Classic Lingo                 : 2                      Pool: 7
Italian                       : 1                      Pool: 6


== Contacts ==
Fixer (6, 4)
Gossip/Entertainment Reporter (6, 1)
Mafia (2, 2)
Street Doc (3, 3)
Underground Computer Dealer (6, 2)

== Lifestyles ==
Middle  1 month (Shared House)

== Cyberware/Bioware ==
Datajack
Muscle Replacement Rating 2
Wired Reflexes Rating 1

== Armor ==
Clothing                             0/0
   +Special modification (secret)
Form-Fitting Full-Body Suit          6/2
SecureTech Forearm Guards            0/1
SecureTech Leg and Arm Casings       1/1
SecureTech Shin Guards               0/1
SecureTech Vitals Protector          1/1
Vashon Island: Aces High Jacket Line 3/3
   +Chemical Protection 1
   +Insulation 1
   +Nonconductivity 6
   +Special modification (secret)
[Total Armor when all worn:          8/8]

== Weapons ==
Ingram Smartgun X
   +Concealable Holster
   +Stock
   +Gas Vent 2
   +Smartgun System
   +Sound Suppressor
   DV: 5P   AP: -   RC: 3
   Spare Clip (Ingram Smartgun clip) x10
   Ammo: Gel Rounds (Submachine Guns) x160
   Ammo: Regular Ammo (Submachine Guns) x160
   Ammo: Stick-n-Shock (Submachine Guns) x160
   Ammo: Tracer (Submachine Guns) x60

Streetline Special
   +Concealable Holster
   DV: 4P   AP: -   RC: 0
   Spare Clip (Streetline Special) x10
   Ammo: Gel Rounds (Holdouts) x30
   Ammo: Regular Ammo (Holdouts) x30
   Ammo: Stick-n-Shock (Holdouts) x30

Survival Knife
   DV: 2P (3P)   AP: -1   RC: 0

Ceramic Knife
   DV: 2P (3P)   AP: -    RC: 0

Unarmed Attack
   DV: 2S        AP: -    RC: 0

== Commlink ==
Hermes Ikon (5, 6, 5, 3)
   +Novatech Navi
   +Simrig
   +Sim Module (Hot)
   +Satellite Link
   +AR Gloves
   +Printer
   +Subvocal Microphone
Sony Emperor (2, 2, 2, 3)
   +Renraku Ichi

== Gear ==
Autopicker Rating 6
Cellular Glove Molder Rating 1
Keycard Copier Rating 6
Lockpick Set
Maglock Passkey Rating 4
Miniwelder
Monofilament Chainsaw
Sequencer Rating 4
Wire Clippers

Contact Lenses Rating 3
   +Smartlink
   +Image Link
   +Flare Compensation

Goggles Rating 6
   +Image Link
   +Smartlink
   +Vision Magnification
   +Thermographic

Earbuds Rating 3
   +Audio Enhancement Rating 3

Electronic Paper
Skinlink
Tool Kit (Electronics)
Trodes

Agent Rating 4
Analyze Rating 6
Armor Rating 6
Attack Rating 6
Biofeedback Filter (Hacked) Rating 6
Black Hammer Rating 6
Browse Rating 6
Command (Hacked) Rating 6
Decrypt Rating 6
Defuse (Hacked) Rating 4
ECCM (Hacked) Rating 5
Edit Rating 6
Exploit Rating 6
Scan Rating 6
Sniffer Rating 6
Spoof Rating 6
Stealth Rating 6
Track Rating 3

Fake SIN (Knight Errant) Rating 4
   +Fake License (Firearms) Rating 4
   +Fake License (Driver) Rating 4
   +Fake License (Security Tools) Rating 4
   +Fake License (Programs) Rating 4
   +Fake License (Cyberware) Rating 4
Fake SIN (Mundane) Rating 1
   +Fake License (Firearms) Rating 1
   +Fake License (Driiver) Rating 1
   +Fake License (Security Tools) Rating 1
   +Fake License (Programs) Rating 1
   +Fake License (Cyberware) Rating 1
Fake SIN (Running) Rating 4
   +Fake License (Firearms) Rating 4
   +Fake License (Driver) Rating 4
   +Fake License (Security Tools) Rating 4
   +Fake License (Programs) Rating 4
   +Fake License (Cyberware) Rating 4

Medkit Rating 6
Medkit Supplies x10

Psyche
Stimulant Patch Rating 1
Stimulant Patch Rating 2
Stimulant Patch Rating 6






Step-by-step explanations...

One thing to keep in mind is that while your stats are mostly irrelevant for hacking, Intuition is not because it factors into Matrix initiative. You might want to try to shuffle things about to have 5 Intuition; I would cut 1 strength and 1 will for that (Will is what you want to be odd - your stun boxes are important. Strength is not, because the damage you do with non-electrical melee weapons is not often relevant).

That's very good information!
Bumped up Intuition and dropped Strength (by 2, since I added Muscle Replacement 2) and Willpower.

Ambidextrous is potentially a good quality; you use it to "dual wield" automatics in a funny way where you spend one simple action shooting with your right hand, and the second shooting with your left hand, so as to benefit from two sets of recoil compensators. This is a useful thing, but right now you aren't set up to use it.
I originally picked it up in case of getting wounded, before I realized that the system doesn't do shot placement.  But I like the idea of later adding the second auto, so I'll keep it. 

I would rethink a bunch of your skills. In particular:
Firearms group is a bad purchase. It's better to be good with one versatile weapon type (ie, Automatics) than bad with three.
The thought was that I wanted the versatility of using my holdout (for entering secure areas) or providing support fire with longarms, but as a hacker, I guess those are minor considerations compared to hacking skills and blazing away with burs-fire when needed.  Still, I don't know that I'll be "good" with even that one type!   If I want to increase my Automatics skill, I need to figure out what the best place to cut is.

I'm not a big fan of cybercombat, but if you really want it Cracking is OK. Without Unwired, I'm not sure that the hacking rules actually make enough sense for anyone to be sure how they work (even with Unwired they're not exactly clear), so it sort of comes down to how your GM runs things.
I think it will be rather freeform, considering we're not allowed to use Unwired.  I get the feeling the GM will focus on Hacking mainly, with less emphasis on cybercombat, per se, or Electronics.

The problem with Biotech is that First Aid is a lot more useful than the other two skills. First Aid is a really valuable thing to be good at for a runner and I'd think about ditching the skill group and being better at that.
The team is counting on me to pick up medicine and cyberware repair duties, so I had to leave that.

Electronics is important enough that you really should have a 4 if you possibly can. Hardware is really valuable (only way to bypass anti-tamper maglocks), Computer = matrix perception, Data Search is always helpful, and Software in theory lets you program your own stuff but even if you don't want it, 3 good skills is enough for you to want the group at 4.
It's my impression that except for a few instances, Electronics can be done via the leisure of an extended test, whereas Cracking is often real-time.  With Edge 6, I will count on using that for anti-tamper maglocks, and put the skill into cracking.  Of course, I'll have to boost Electronics skills with karma as a priority.

I'd reconsider Dodge 2. If you free up the points, Dodge 4 might be sensible since you aren't great at physical combat, but blowing an action for all of +2 defense is not really worth it very often; it's just a way to take yourself out of a fight.
But it helps against mêlée attacks, right?  I mean, I don't have unarmed or mêlée weapon skills for parrying or blocking...
I left it at 1 level, so it's not defaulted, and I don't see myself using it for ranged combat.

I would definitely reconsider Locksmith. An autopicker can get you up to "good enough," it doesn't really synergize (a good street sam with an autopicker will be better than you), and manual locks are not as common as maglocks.
Gone. It was there mostly for role-playing purposes, but I had the autopicker already. 

That is a lot of points on contacts and some of those seem really high. For example, why is a street doc Connection 6?
From the later discussion, it seems that perhaps a lower connection and higher loyalty is more what I need.  But is it a waste to have a high connection for fixer and computer dealer?  (They charge more, but are more likely to be able to get good gear, right?)

Get yourself Form-fitting Body Armor (which is in Arsenal). Everyone who likes having their blood on the inside should wear it. Get yourself another 3/5 of armor by wearing one "regular" armor piece of your choice and some PPP.
Boosted Body up to 4, so I could wear better armor without penalty.  I see why Form-fitting Body Armor is great to have, but I couldn't keep the lined coat with it and take the most advantage of it.  I picked up the aviator jacket in its place, and added the PPP to it.  I balanced Ballistic and Impact--that's the idea, right?  Gives me 8/8.

Those goggles are way over 12 availability. Split it up into goggles and contacts.
Done. 

Spoof is absolutely necessary or you can't deal with slaved peripherals properly. Right now you actually cannot cybercombat and you would want Armor, Attack, and Black Hammer for that.
Done.  Still not sure I have a clue how easy it will be to upgrade programs later.  I'd like to use Lvl 3 programs now, upgrading later to Lvl 6, but not sure if that would be feasible or if I need to get lvl 6 right from the start.

You can do way better on guns, what guns exactly depends on whether you decide to keep Ambidexterity and what weapons skills you keep, and how much you want to spend to start.
I suppose I'll improve weapons once I get established. 
Are you thinking of accessories/attachments to guns, or a whole separate platform?

You should really have some cyber/bioware. No Augmentation cuts out some of the good stuff, but even, say, Muscle Replacement 2 and Wired Reflexes 1 will go a long way towards being OK at combat until you can afford better. Muscle Toner 4 and Cerebral Booster 3 are both good purchases later; you may not want either now because you could only get rating 2 now, and they help your secondary ability sets only.
Just like you suggested, I went with Muscle Replacement 2 and Wired Reflexes 1 -- in Alphaware to save for future needs (e.g., if we can use Augmentation later).  Wired Reflexes 2 would have been nice (I hate using 2 Essence for only 1 level), but the cost was just too much. 

Thanks again for all the help.  I'm getting a better handle on things, but I know I still have a long way to go!  How long have you been running the shadows?

All4BigGuns

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« Reply #12 on: <05-11-12/1044:04> »
I may have miscalculated, but I came up with 210 BP in your attributes (not counting Edge). At 400 BP, your limit there is 200. Since you're a hacker and not a primary combat, I'd say go on with the 3 Body. You could drop two out of your Agility to push it to a 5, however, which would give you another health box on physical, but I don't think that's that worth it on a hacker personally. As to your high Edge, you might want to try going lower for a few characters to see how your GM uses NPC Edge. If he has most NPCs Edge constantly--and/or spends to counter your use of Edge all the time--then it won't be in the slightest worthwhile to have it higher than 2 or 3.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

UmaroVI

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« Reply #13 on: <05-11-12/1108:57> »
I come up with exactly 200.

To answer your questions:

The major thing you can't afford to not be good at with Electronics is actually Computer, because of the importance of Matrix Perception. Not being able to see what's happening can get you in trouble. How important Hardware is does depend on how often you hit Anti-tamper systems; you might be able to live with being OK at it and having good edge. Data Search and Software are usually going to be extended tests and thus a bit less critical.

I would skip the Alphaware on your ware. You'll want to replace both eventually anyways; better to cheap out and get more long-term value things.

Why does an entertainment/gossip reporter have Connection 6?

With Ambidexterity, you generally want to pick guns based on their special qualities other than RC, since it's not too hard to get enough RC. What I'd recommend as a long-term goal:

2 ass guns, 2 killer briefcases, 2 Ingram Smartgun X (for the R silencer), 2 Ingram Supermachs (for SnS)

Ass guns: take a Machine Pistol, slap on Chameleon Coating and Barrel Reduction, make sure it has enough Recoil Compensation (5 mainhand, 3 offhand).

Killer briefcases: Ares Executive Protector, again, just slap on enough Recoil Compensation (5 mainhand, 3 offhand). If anyone asks why you have two briefcases, just explain that you have all the legal stuff. You know, laws.

Ingram Smartgun X: Probably worth Chameleon Coating, then just get enough RC as above.

Ingram Supermach 100: Needs 5 RC on one and 6 on the other, load them with SnS so the low base damage doesn't matter, and you can long burst/long burst.

You probably don't want that many guns at chargen. I would probably just buy some of these now, likely the cheaper ones.