Hi everyone, I'm a rookie that is getting into a campaign. We're gonna have 2 players, the other guy is a complete newbie to Shadowrun, I've played the Genesis game and a little in book 1. I'm told that one of us needs to be able to do some hacking, and I was wondering if anyone can help point me in a direction, kinda overwhelmed by the book so far. We're going a 425 point build if that helps.
Thanks in advance!
I'm still pretty new to the game (playing since January) but I'll try to answer your question.
If you have the main rule book, look in the section on character archtypes. There is a hacker in there that you can use if you don't want to create a character. There are also several character generators on the net that you can download that help you with stuff like BP and attribute limits and all that good stuff. As for learning the rules, well, I would suggest reading over the chapter on the Wireless world and hacking at least once, so you are familiar with all the things your character can do. Beyond that, I would need specifics.
I strongly reccomend to your GM that if s/he is running a two player game, they need to provide an NPC hacker. The hacking rules are simple enough, but very poorly explained, and just add another layer of complication to an already complicated game.
Ideally one of your two PCs should be a mage, because they are incredibly versatile, the other should take a mix of social skills and combat skills, backed up with plenty of cyber/bio ware. That will cover all of your essential party roles. The NPC hacker does matrix overwatch, and deals with most of the electronic security, the mage deals with magical security and the other guy deals with physical (by talking or shooting their way through it).
Welcome to Dumpshock, new folks!
Have you had a chance to look over the http://pavao.org/shadowrun Web site yet?
Enter the Hacker-In-A-Box. A Commlink with Response 6, with an Agent rating 6, and whatever programs you want to issue it with. In most cases, this guy will roll 12 dice vs. whatever you set him to be doing.
The GM should/could provide him, and it can do most the things you need a hacker to do for you. And it will never betray you. Well... sorta.
It might be cheaper if one of you take a Hacker contact with High Loyalty rating.
And if the GM runs it you don't have any issues with the fact that the hacking rules just don't work. The contact or NPC does the stuff that they are supposed to do and you don't have to worry about hackastacks, agent smith, the uses of "computer" and "hacking" skills and all the other poorly written stuff. It just happens.
Kudos to FrankTrollman
Race: Elf (30 BP)
Attributes: (210 BP)
B: 3
A: 2
R: 5
S: 2
C: 6
I: 4
L: 5
W: 1
Edge: 5
Ess: 4.55
Mad Skills: (154 BP)
Mechanics Group 1
Influence Group 2
Stealth Group 4
Outdoors Group 1
Perception 1
Pilot Ground Craft 4
Pilot Aircraft 2
Gunnery 6
Armorer 1
Demolitions 3
Forgery 1 (ID Forging +2)
Automatics 1
Knowledge Skills: (27 Free)
Spanish N
English 3
Nahuatl 3
Border Patrol Tactics 4
Auto Mechanics 3
Engineering 3
Aztec Politics 2
Hideously Expensive Things 3
Street Drugs 2
Smuggling Routes 4
Qualities: (-35 BP)
Incompetence: Longarms or some shit (-5 BP)
Combat Paralysis (-20)
Low Pain Tolerance (-10)
Cyberwares:
Internal Custom Commlink: 5/5/5/5
Control Rig
Data Jack
Implanted SimRig
Fingertip Compartment
Tooth Compartment
Skin Pocket
Gear and Lifestyle: (55 BP) <-- To much I know, but he's playing a 425 BP game.
Middle Lifestyle (1 month)
* Programs Analyze 4, Browse 4, Command 5, Decrypt 5, ECCM 5, Edit 5, Encrypt 5, Scan 4, Sniffer 4, Stealth 5, Agent 4, All other Programs (Exploit, etc except blackout and databomb) at Rating 4
* Pilot 4, Clearsight 4, Defense 4, Electronic Warfare 4, Maneuver (Groundcraft 4, Maneuver (Aircraft) 4, Targeting (Heavy Weapons) 4, Targeting (Automatics) 4.
* Linguasofts: Cantonese 3, French 3, Inuit 3, Mandarin 3, Nihonji 3, Sioux 3, Sperethiel 3
Urban Explorer Jumpsuit w/helmet, w/ Chem Protection 6, Fire Resistance 6, Insulation 6, Nonconductivity 6
Ammunitions
20 HE Minigrenades (Dalmatian)
10 Gas Grenades (CS Gas, Doberman)
100 rounds of EX-Ex rounds (Doberman)
100 rounds of Gel (Doberman)
100 rounds of Tracer rounds (Lynx)
100 rounds EX-Ex rounds (Lynx)
100 rounds Gel (Lynx)
160 rounds of normal Ammunition
Rating 4 Fake SIN
Second Rating 4 Fake SIN
Vehicle Shop
Armorer Kit
Demolitions Kit
Drones
[list]Eurocar Westwind 3K (Response 5, Signal 5)
Suzuki Mirage (stock)
Shiawase Kanmushi
MCT FlySpy
Doberman (Response 5, Signal 5, Ares Alpha)
Steel Lynx (Response 5, Signal 5, White Knight, Rating 4 Area Jammer)
Dalmatian (Response 5, Signal 5, Armtech Mini Grenade Launcher)
Ingram Smartgun X + 4 spare clips.
Contacts: (11 BP)
Fixer 2/2
Warehouse Owner 2/2
Software Pirate 1/2
With only two players I would go either rigger/face and sniper/infiltration to avoid the magic system and hacking. If you don't want that then rigger/sniper and mage/face is a good two man combo as well.
I´d not recommend to play a hacker/rigger with willpower 1.
For simplified matrix rules, search for Moon-Hawks houserules. It is one of the Logic+Skill approaches that use program ratings for capping hits (like force ratings do). If you assume that every needed program is running at Response, a matrix test is done VERY fast.
Why does willpower one really matter?
Dumpshock, perhaps?
The smuggler is clearly not planning on actually hacking because it don't have no hacking skills - it has a tracebuster ^H^H^H^H^H^H agent. So dumpshock isn't an issue there.
As for rigging...
The rigger rules really are confusing, but this is how I think its supposed to work
The smuggler is not good at hacking, yes. Rigging is not the requested ability here.
Double post
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