QUOTE (Brol_The_Mighty @ Feb 3 2008, 02:02 AM)

So if they ARE gimped in the hacking department (which is what I'm figuring out) what are way to ungimp them? What houserules or whatnot are people using? My GM is very laid back, and is willing to help out in regards to getting a PC to fit an idea...especially when a TM SHOULD be the best hacker out there...at least from the sounds of the fluff.
A house rule that I have come up with is to allow the TM to "magically" effect any electronic or cyber equipment around him. To do this I expanded the Electronic Warfare skill and the things the TM can do with it. Also I've created a chart to allow him to "extend" the signal range of the cyberware he is trying to hack. Adding 1 to the threshold to intercept the wireless signal for every 5 meters the TM has to extend the signal by. Also this causes fading with a DV equal to 2 times the additional threshold amount of the intercept test.
For example, if the TM wants to hack into the wired reflexes of a Sammie 15 meters away he would need to make a Electronic Warfare + Sniffer (6) test. Since the signal rating of the wired reflex is 0 (3 meters) the TM must boost the signal by 15 meters adding 3 to the intercept test which has a threshold of 3 already. Also the TM must resist fading with a DV of 6 (2 times the additional threshold amount). From there the TM can do a number of things including crashing the OS to spoofing a command.
I'm very curious what the community thinks of this house rule. What it has allowed the TM to do is to "counter" the cyber abilities of her opponents. She may not be able to stand toe to toe with a Sammie but she can crash his cyber eyes and wired reflexes.