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> All this talk of Hackers buying their ability,, how bad is it really?
Moon-Hawk
post Oct 16 2007, 08:05 PM
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Okay, here's the challenge: Bill Gates the 4th has straight 1s for attributes and no useful skills. Given an arbitrary amount of money and 0 karma, make the most bad-ass hacker possible.
(I am aware that this is vaguely similar to my old challenge of making a viable character without putting any points into attributes, but this is sufficiently different, I think. Besides, Augmentation wasn't out then.)

Munchkinawesomeness will be scored based on how effective of a hacker he is, as well as how little money can be spent on doing it. That is to say, a dice pool of 15 and spending under 50k could potentially be as impressive as a dice pool of 30 spending 5 million, so it's only worthwhile getting deltaware if you're out of essence.

Since everyone has roughly equal access to Agents, let's just leave them out of the equation.

Let's see just how bad this can get. :D

edit: Maybe I should have called this the Script Kiddie of Doom Challenge.
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Kyoto Kid
post Oct 16 2007, 08:18 PM
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...I take it this is using the Hacking RAW (Skill + Programme = DP w/no caps to hits)?
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Moon-Hawk
post Oct 16 2007, 08:24 PM
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QUOTE (Kyoto Kid)
...I take it this is using the Hacking RAW (Skill + Programme = DP w/no caps to hits)?

To be fair we'd have to, but if possible it's probably best to boost Logic through the roof along with whatever else you're doing, since so many people (myself included) use Logic based house rules anyway.
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Buster
post Oct 16 2007, 08:24 PM
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QUOTE (Moon-Hawk)
edit: Maybe I should have called this the Script Kiddie of Doom Challenge.

Or how about "My retarded script kiddie pwns yur technomancer"? :D
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Kyoto Kid
post Oct 16 2007, 08:28 PM
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QUOTE (Moon-Hawk @ Oct 16 2007, 03:24 PM)
QUOTE (Kyoto Kid @ Oct 16 2007, 03:18 PM)
...I take it this is using the Hacking RAW (Skill + Programme = DP w/no caps to hits)?

To be fair we'd have to, but if possible it's probably best to boost Logic through the roof along with whatever else you're doing, since so many people (myself included) use Logic based house rules anyway.

...does make a diff as to where you use your resources. If Logic doesn't enter the equation (as in the RAW), then there's really no point to boosting the attribute.
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Tarantula
post Oct 16 2007, 08:29 PM
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What defines "hacker"? Hacking dicepool?
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FrankTrollman
post Oct 16 2007, 08:31 PM
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QUOTE
Since everyone has roughly equal access to Agents, let's just leave them out of the equation.


Already invalid. The number one cause of Script Kiddy-ism is the fact that a Rating 4 Agent and a Transys Avalon to run it on in style costs a starting character just 15 grand. And that can be repeated for credit. Indeed, the number one problem of the hacking rules is that you can get a complete extra Hacker which could nut-punch a Red Samurai Lieutenant for 3 BP. And two for 6 BP. And eight of them for 24 BP. And so on.

So the fact that you can grab yourself a set of skill wires, and a Response 6 Commlink running every program at 6, and inject yourself with nanites that provide a +3 bonus on top of that and walz into all computer situations with a dicepool of 13 by your lonesome using the simplest of equipment that any aspiring Hacker is going to want to have anyway - that doesn't even matter. Hell, it's equally unimportant that there is in fact no limit at all to response or program ratings - such items are simply very costly and unavailable on the street. So while our man with arbitrary wealth really can have a custom commlink with an unlimited dicepool - it seriously doesn't eve matter because you can already have a functionally unlimited dicepool without doing anything funky at all jusst by filling your backpack full of commlinks running Agents which are available to starting characters.

-Frank
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Moon-Hawk
post Oct 16 2007, 08:34 PM
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QUOTE (Kyoto Kid)
QUOTE (Moon-Hawk @ Oct 16 2007, 03:24 PM)
QUOTE (Kyoto Kid @ Oct 16 2007, 03:18 PM)
...I take it this is using the Hacking RAW (Skill + Programme = DP w/no caps to hits)?

To be fair we'd have to, but if possible it's probably best to boost Logic through the roof along with whatever else you're doing, since so many people (myself included) use Logic based house rules anyway.

...does make a diff as to where you use your resources. If Logic doesn't enter the equation (as in the RAW), then there's really no point to boosting the attribute.

True. But since it's just one attribute it shouldn't be too difficult to say that some gear is conditional.
Or you know what, do it whichever way you please. Or both. I'd just like to see some extreme cases to see how bad this "problem" really is.

@Tarantula: Pretty much. I mean, it's not the be all and end all, but it's darn close. I wouldn't put effort into trying to maximize his memory tests or anything, but if one build can resist Black IC better than another that's worth something.
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Moon-Hawk
post Oct 16 2007, 08:42 PM
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QUOTE (FrankTrollman)
QUOTE
Since everyone has roughly equal access to Agents, let's just leave them out of the equation.


Already invalid. The number one cause of Script Kiddy-ism is the fact that a Rating 4 Agent and a Transys Avalon to run it on in style costs a starting character just 15 grand. And that can be repeated for credit.

Agreed. I am aware of the agent problem. But it's a different problem. Don't ruin my fun. :P

QUOTE
So the fact that you can grab yourself a set of skill wires, and a Response 6 Commlink running every program at 6, and inject yourself with nanites that provide a +3 bonus on top of that and walz into all computer situations with a dicepool of 13 by your lonesome using the simplest of equipment that any aspiring Hacker is going to want to have anyway - that doesn't even matter.
But see the rating 6 Agent only has a 12DP, so the hacker with his 13DP is already better. You can get a better "Agent" by putting skillwires and nanites in a personafixed bum, because Agents can't get nanites.

QUOTE
Hell, it's equally unimportant that there is in fact no limit at all to response or program ratings - such items are simply very costly and unavailable on the street.
Good point. Let's assume the limit is 6, just for simplicity.

QUOTE
it seriously doesn't eve matter because you can already have a functionally unlimited dicepool without doing anything funky at all jusst by filling your backpack full of commlinks running Agents which are available to starting characters.
Yes but there are people who claim that the Agent problem doesn't really exist. Personally, I believe that there is an Agent problem, but that's a different thread. Just for now, I'm willing to make a concession to those people and ignore the agent problem, and highlight the personafixed bum/rich kid/retarded monkey hacker problem.
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Konsaki
post Oct 17 2007, 01:27 AM
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Skillwires 4 + all hacking type skillwire programs at 4
All programs at R6 in a custom 6/6/6/X rig
HotSim

4(skillwires) + 6Program + 2 HotSIM = 12 dice, not a bad dicepool for an idiot.
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Jaid
post Oct 17 2007, 02:54 AM
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QUOTE (Konsaki)
Skillwires 4 + all hacking type skillwire programs at 4
All programs at R6 in a custom 6/6/6/X rig
HotSim

4(skillwires) + 6Program + 2 HotSIM = 12 dice, not a bad dicepool for an idiot.

don't forget to throw in a few of the mods that boost hacking ability.
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Fortune
post Oct 17 2007, 03:04 AM
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QUOTE (Jaid)
don't forget to throw in a few of the mods that boost hacking ability.

I think the point is that any dufus could do a decent enough job without any of those mods.
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Kyoto Kid
post Oct 17 2007, 04:09 AM
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...OK, since there is no rules that I can find concerning compatibility of certain implants, treatments and skillwires, here is the best I could come up with
    Billy Gee the IV (dwarf - nothing was said about race)

    Unmodified Attributes: all at 1
    Augmented Attributes:
    Logic 1 (5)
    Intuition 1 (2)
    Willpower 2 (3)

    Skills: none of measurable worth

    Qualities
    Natural Hardening Quality +1 to Black IC/Dumpshock defence
    Codeslinger Quality (Access) +2 to access tests.

    Cyber
    Implanted Commlink "HAL 6000" (6/6/6/6) commlink w/ Hot Sim +2DP
    Skilwires 4 & Activesofts 4 +4 DP
    Encephalon 2 +2DP
    Simsense Booster: +1 IP to Matrix Initiaitve
    Math SPU: +2 to EW tests.
    Datajack (doesn't help with the pools but still useful)

    Bio:
    Cerebral booster: 3 (logic 3 for when it is needed)
    Sleep Regulator (as with datajack)

    Gentech:
    Genetic Optimisation: Intuition +1 to VR Initiative
    Genetic Optimisation: Willpower +1 vs. Black IC/Dumpshock
    Genetic Optimisation: Logic +1
    Darendrenaline Transgenic +1 to all WP tests
    PuShEd TransGenetic +1 DP

    Gear
    Programmes Rating 6 +6DP


    Totals
    Hacking Pool 15 (17 for access tests)
    Matrix initiative (hot VR) 9 IP 4
    Matrix Defence: 12
    Damage Resistance: 12
    Dumpshock/Black IC Resistance: 11

    Cybercombat:
    Attack Pool: 9
    Black Hammer Pool: 9
    Blackout Pool: 9

    Essence: 2.25
    :nuyen: spent: 446,800 (yeah costly but hey this is Bill the Gates' Great Grandbrat)
Now I do not have Emergence so I am not aware of any beneficial qualities that might have been presented in that supplement.
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Riley37
post Oct 17 2007, 09:17 AM
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Looks like the Kid pwns so far.
Knowlege Skill: Matrix Protocols is nice flavor without directly adding to dice pools.
Also seems to me that Skillwires is a substantial choice at chargen. Hmm, idea for new thread.
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Moon-Hawk
post Oct 17 2007, 02:43 PM
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Wow, nice work KK. So if someone were using a Logic+Skill based house-rule, that would be a Hacking pool of, what, 14?
Impressive. Impressive even without the positive qualities, which might not be present in any given rich kid or hobo.

Oh, and IIRC you're not missing any rules in Emergence. There was one tiny part that wasn't even a rule, it was a guideline just in case you can't wait for the rules to come out in another book, and it had nothing to do with this.
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Kyoto Kid
post Oct 17 2007, 02:55 PM
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...thanks. Sometime I should post Violet's (#35) build. Her Pool is about the same but she is also a pretty slick little B & E specialist as well, can shoot good enough to hold her own in a fight, has useful contacts, and is in a campaign where extreme "munching" is discouraged. :grinbig:
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