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> Smuggler rigger with cyberarm, Is this practical? Impractical?
Knight Saber
post Oct 22 2010, 07:30 AM
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I was thinking about a vehicle rigger/smuggler character today and looked over the template in the SR4A book as a starting point. It struck me that a lot of the cyberware she has could be installed in a cyberarm instead... and you could put in a bigger smuggling compartment. So the same stats as the Smuggler and similar skills, some numbers and specialties moved around with this cyberware:

Reaction Enhancer 1
Wired Reflexes 1 (Reaction from Wired Reflexes does work with driving now, right?)
Cybereyes 3 with Flare Comp, Low Light, Smartling and Thermograph
Datajack
Touchlink
Control Rig
Cyberarm (Obvious) with Commlink (2), Hot Sim Module (2), Large Smuggling Compartment (5) Agility Enhancement +4 (7 agility total) (4)

That leaves 2 capacity left... could put the Datajack in there too, or +2 to Strength or Body, or +1 armor as well. There are lots of better options, like customized limbs, but a rigger is going to need a lot of cash for vehicles, so that's a good upgrade later.

The basic concept is someone who enjoys customizing vehicles would also enjoy working on their body. Having sensitive hardware like a commlink in the arm would allow for repairs and upgrades that don't require surgery as well, just unplugging the arm and setting it on the workbench.

The Agility 7 would help in away-from-the-car gun combat (figuring Pistols 1 with automatics speciality and a smartgun, pool of 12), along with the second IP.

I don't think the cyberlimb stats would affect much else for the character, but I haven't done a character with one before... Could also just put nothing but practical gear in it (such as a second large smuggling compartment) and have it as the off-hand limb.

Comments? Things I've overlooked?
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