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> Ok made Street Samurai, now need help on........
Arrgg
post Jun 14 2008, 01:17 PM
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Awesome advice on the 425 bp character from my earlier posting, thank you. I made a street samurai, played my frist game last night, 5 min in had to go rape the yahtzee set (IMG:style_emoticons/default/nyahnyah.gif)

Anyway our gaming group needs a hacker type, and after the session the GM approached me to create and play a hackerish guy in addition to my other guy. So, any suggestions on a technomancer/hacker hybrid build?

Gm was suggesting to me someone who can "swim" the "Trix" and hack things from doors, data nodes?, and other peoples gear. Any and all advice appreciated




Thank you

Arrgg
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Carny
post Jun 14 2008, 02:38 PM
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QUOTE (Arrgg @ Jun 14 2008, 01:17 PM) *
Awesome advice on the 425 bp character from my earlier posting, thank you. I made a street samurai, played my frist game last night, 5 min in had to go rape the yahtzee set (IMG:style_emoticons/default/nyahnyah.gif)

Anyway our gaming group needs a hacker type, and after the session the GM approached me to create and play a hackerish guy in addition to my other guy. So, any suggestions on a technomancer/hacker hybrid build?

Gm was suggesting to me someone who can "swim" the "Trix" and hack things from doors, data nodes?, and other peoples gear. Any and all advice appreciated




Thank you

Arrgg



The first thing I'd say is that making a techno/hacker hybrid might not be the way to go, mechanically. One or the other might better serve your needs. There are a LOT of posts on this forum about comparing the two, with most posters favoring hackers.
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paws2sky
post Jun 14 2008, 02:40 PM
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Did you end up taking skillwires for your street sam? If so, at what level? 3?
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psychophipps
post Jun 14 2008, 06:17 PM
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First off, Hackers = Teh ROXOR and Technomancers = Teh SUXOR. I've tried multiple times to make a TM rock but the hacker just stays way ahead of them in per-point efficiency, IMO.
Second, it's really best to decide what you want to do with your hacker-type guy. If you go JOAT like the one in the base book then you'll be blowing mad points on extraneous stuff. I made a SIGINT/Tracer guy for our investigation game (former GIGN) who can find anyone, anywhere. If you want a security hacker/rigger, then go that way instead of trying to jam that into your hacker archetype on top of everything else. It's really easy to make yourself mediocre at everything (and thus, a potential liability no matter what you do) if you try to do everything with one guy.
Third, unlike the base book hacker example, Logic is much more important than Intuition for a hacker. Still trying to figure that one out...
Lastly, ask your party and GM what they want from the hacker you're making. Making some super-fly security rigger isn't going to do much good if you're in an investigation game and vice versa counts as well. Find out what you really need for the group (besides "a hacker, dude"...*blank look*) and go that way or you'll just get frustrated after spending all that time making your new character.
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Arrgg
post Jun 14 2008, 08:33 PM
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QUOTE (paws2sky @ Jun 14 2008, 08:40 AM) *
Did you end up taking skillwires for your street sam? If so, at what level? 3?

by gm permission got move by wire 2
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Arrgg
post Jun 14 2008, 08:36 PM
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QUOTE (psychophipps @ Jun 14 2008, 12:17 PM) *
First off, Hackers = Teh ROXOR and Technomancers = Teh SUXOR. I've tried multiple times to make a TM rock but the hacker just stays way ahead of them in per-point efficiency, IMO.
Second, it's really best to decide what you want to do with your hacker-type guy. If you go JOAT like the one in the base book then you'll be blowing mad points on extraneous stuff. I made a SIGINT/Tracer guy for our investigation game (former GIGN) who can find anyone, anywhere. If you want a security hacker/rigger, then go that way instead of trying to jam that into your hacker archetype on top of everything else. It's really easy to make yourself mediocre at everything (and thus, a potential liability no matter what you do) if you try to do everything with one guy.
Third, unlike the base book hacker example, Logic is much more important than Intuition for a hacker. Still trying to figure that one out...
Lastly, ask your party and GM what they want from the hacker you're making. Making some super-fly security rigger isn't going to do much good if you're in an investigation game and vice versa counts as well. Find out what you really need for the group (besides "a hacker, dude"...*blank look*) and go that way or you'll just get frustrated after spending all that time making your new character.



Gm was leaning towards someone who can gather info <steal data>, yet be security orientated. He said we will be doing alot of BnE and outright corporate theft, if that means anything
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reepneep
post Jun 14 2008, 09:02 PM
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QUOTE (Arrgg @ Jun 14 2008, 02:36 PM) *
Gm was leaning towards someone who can gather info <steal data>, yet be security orientated. He said we will be doing alot of BnE and outright corporate theft, if that means anything


So basically everything except rigging? Thats a really tall order for a sammy. I suppose its possible with a rating 6 comlink and programs given the skillwires you've got. I hope you don't plan on buying much extra gear cause this is going to be really expensive.
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Carny
post Jun 14 2008, 09:15 PM
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QUOTE (reepneep @ Jun 14 2008, 09:02 PM) *
So basically everything except rigging? Thats a really tall order for a sammy. I suppose its possible with a rating 6 comlink and programs given the skillwires you've got. I hope you don't plan on buying much extra gear cause this is going to be really expensive.


I think they are working on a second character now.

My basic advice is this: Go with a hacker, so you aren't sinking 30-40 BP into resonance. You'll want high Intuition and Logic, for dealing with matrix combat.

Hacking, Electronic Warfare, and Cybercombat at 5, Computer, Data Search, Software, and Hardware at 3-4.

Get bioware Cerebral Boosters, and a high end customized commlink. Grab all hacking programs at 4. (You'll need to sink a lot of BPs into cash) A good pilot program is also a must.

Doing all that should get you good dice pools for general hacking tasks, and should leave you enough BPs to be able to get a semblance of skills outside the hacking realm.

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WeaverMount
post Jun 14 2008, 09:28 PM
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>Logic is much more important than Intuition for a hacker
>Get bioware Cerebral Boosters

You have to house rule logic into helping hackers. Riggers benifit from logic when it's time to tinker with and repair drones, but hackers don't need to bang out the responce up grades, and mostly never write software on stage. Know skills can be chipped
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Arrgg
post Jun 15 2008, 03:34 AM
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QUOTE (reepneep @ Jun 14 2008, 03:02 PM) *
So basically everything except rigging? Thats a really tall order for a sammy. I suppose its possible with a rating 6 comlink and programs given the skillwires you've got. I hope you don't plan on buying much extra gear cause this is going to be really expensive.



Sorry if Iwasn't more clear, I have a street samurai, the Gm told me to make another separate character, and to make it a hacker "ish", and wants me to play it as well with my other character. We have a 2 man group atm, and thought I can run 2 characters. The other member of my group is a smuggler type, out of the book.

SO any advice on a 425 bp hacker character who can handle a little gun fight, run the matrix, and hack info and gather data from the matrix as well as breaking into buildings and bypassing security, even hacking npc's stuff wirelessly

Hope this made it a bit clearer
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Mickle5125
post Jun 15 2008, 03:48 AM
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*ponders*

are you prepared to spend alot of nuyen? I hope so...

grab the two big skill groups for hackers: cracking and electronics. crank them up to level 4.
next grab a comlink at as high a level as your gm will let you have.
after that, pick up a comlink at as epic a level as your gm will let you have.
finally, grab all of the programs in the matrix section of the BBB.

There's your hacker in 5 short sentences.

I might have a hacker lying around somewhere on my computer if you're interested... *shrugs* I don't remember much about him, other than the fact that he's a total orc poser... just send me a pm with your e-mail address in it, and I'll see what I can do about getting the microsoft excel spreadsheet of him sent to you.
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Ryu
post Jun 15 2008, 09:20 AM
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Hmm. How about reworking the smuggler to cover hacking? Look into the community projects subforum, sample characters thread. Frank did a new smuggler, including some comments on the old one IIRC.

As for the secondary character, go with a hacker. Secondary chars get to specialise somewhat. Buy all programs at 6, and upgrade your comlink as far as you can. Once ingame, upgrade to response 6. B&E jobs require physical ability on top of that, even social skills are important. I´d recommend playing an ork, whose stat modifiers will make the points last longer.

While building the char, don´t forget the skillgroups: Cracking 4+/Electronics 2+/Athletics 3+/(Influence) 1+/(Firearms) 1+. Not much going to waste on those BP.
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Arrgg
post Jun 15 2008, 03:04 PM
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[quote name='Ryu' date='Jun 15 2008, 03:20 AM' post='692620']
Hmm. How about reworking the smuggler to cover hacking? Look into the community projects subforum, sample characters thread. Frank did a new smuggler, including some comments on the old one IIRC.



Gm thought of that but I am the only one in group who has rpg'd since the late 80's (IMG:style_emoticons/default/nyahnyah.gif) I have to say, since playing my first time in SR last week, I like it over GURPS
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shuya
post Jun 15 2008, 06:58 PM
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man don't listen to all those "hackers rule TMs suck" people. go six resonance and six compiling and let sprites do all the work for you.

then again i've been a big fan of conjuring aspected magicians for years.
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Dumori
post Jun 16 2008, 01:00 AM
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plus a gun with weapon comlink smartgun link and a high rating mechine sprite and some shooty skills and you'll be pritty good up to 8 dice form that at rating 6. And the 6 dice can move to other objects you need to use and work with. Add in skills and a good CFs you can have an ok TM. Or go down the TM hacker road 6 RES + plus hacking skills for Comlinks and the spite skills and give got 6 plus die ontop of the hacking manly a fluff runner as your not really that good per point with the latter. Read up on the why to people think TMs such thread shoud still be on the frount page for some info on hacker or TM
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Arrgg
post Jun 16 2008, 11:12 PM
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SO the general gist is to avoid a technomancer because rule wise they are a broken class yes? Go with a hacker with appropriate skills, ect. What would one recommend for gear, stat'd out? I would probably have to buy the full 250,000 nuyen for 50bp. Using the 425bps <not including the bp I can get from qualities> Example whay cybergear? ect I have the book Augmentation. Also can one build a special commlink in game for hacking?


Thank you for the responses :o)
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DireRadiant
post Jun 17 2008, 04:59 PM
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Technomancers are poorly understood. This causes Fear, Uncertainty and Doubt.

TMs are new and unusual, non standard. They don't accomplish the same task the same way a Hacker would. But they can accomplish the same general purpose, just as well or better most of the time.
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MaxHunter
post Jun 17 2008, 05:36 PM
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Some quick tips while I am at work;

buy PuSHed (augmentation; geneware)

get a commlink and programs at rating 5 if you are using normal availability rules;

get the computers and hacking groups (max out the latter); specialize in exploit

Get the stealth skill group as well, and the con skill; both will be invaluable if you are about to go on many B&E runs.

try to save some points for a respectable Edge (4+), so you can succeed when things get hairy.

get some kind of initiative boosters as they help affect AR and meatworld actions.

buy one or two agents you can use for menial matrix tasks (scan for nodes, analyze stuff, etc.)

get good cybereyes, it is very easy to start adding lots of dice to perception with a couple cheap investments (attention coprocessor + vision enhancement...)

Cheers,

Max





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Ryu
post Jun 17 2008, 06:43 PM
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Get your comlink as good as you can and buy all programs you want at rating 6. You´ll be glad you did once you bought Response 6.
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Arrgg
post Jun 17 2008, 06:53 PM
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Color me dumb, but in the core book <love the game but poorly laid out> I don't see comlinks better than a fairlight, is there better? If so can you stat it out and the cost? Thank you :o)
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Dumori
post Jun 17 2008, 07:10 PM
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You have to upgrade them page 237 IIRC I will get back on this
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WeaverMount
post Jun 17 2008, 07:13 PM
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very close. It's pg. 240. Also note that getting a meta link, and upgrading it to 5/5 is cheaper than buying it stock. Plus it looks like a metalink
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Dumori
post Jun 17 2008, 07:19 PM
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Ah I was slowed down due to a hunt for my book only to find it was under my chair after look every other fragging place. But yeah I went 237 due to getting my head round TM 100%
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WeaverMount
post Jun 17 2008, 07:21 PM
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hee hee pdf ftw!
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Dumori
post Jun 17 2008, 07:23 PM
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I have both but my system cant take any more programs before hitting zero response. Windows XP really dose suck firewall 2 system 3 I think.
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