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
QUOTE
Remotely operating the Vehicle:
- In AR Mode, Command Program + Skill + AR mods
- In VR Mode (NOT Jumped In), Command Program + Skill + VR Mods
- In VR Mode Jumped In, Vehicle Response + Skill + VR Mods + VCR(If installed)
Is she really planning to jump into anything? Shes get command (5) + gunnery (6) + a potential AR bonus if she does stuff remotely, jumping in just nets another +2 and does expose you to dumpshock, but only in the sense of your drone exploding (Hint: Jack out before that). So its not a huge issue. If you are really fussed, take 1 or 2 point out of edge and add to willpower.
http://forums.dumpshock.com/index.php?show...st&p=653414Franks orgininal writeup:
The Smuggler archetype suffers from not being good at, well, smuggling, She can drive, she can fix a car, and she can fight. Can she bluff her way past a check point? Not really (2 dice for Con). Can she sleaze under observation through traffic? Not really (4 Dice for Shadowing). Can she hide contraband from investigating authorities? Again no (4 ice for Palming tests). Basically there's nothing she can do as far as smuggling goes except put a tool box on the accelerator and hope that the fuzz doesn't show. That's unfortunate. Hell, she has metal in her bones and she can't even personally walk through a checkpoint without having alarms go off.
Goal: This character should be able to be more than the wheels of the team. She should be able to get people, places, and things into and out of Seattle with a minimum of fuss.
Smuggler
“This baby can make the Kessel Run in 20 furlongs.”
So how did we do? In extreme mortal kombat she is a terror. Minigrenades and machine guns blaze at 13 dice (Command 5 + Gunnery 6 + Control Rig 2), and she can get 3 IP by going limp. She drives her car, motorbike, or Steel Lynx with a not inconsiderable 11 dice. She can talk her way past most check points with her 8 dice at Etiquette or Con and a passable usage of every language in use on such check points from here to Hong Kong, Europort, and Caracas. Her 8 die shadowing pool is decent, very decent when she's stalking people with recon drones.
Weaknesses: The obvious limitations are her low Palming skill (6 dice), which is only slightly better than the 4 dice that the original archetype rolled with. Also, she's complete shit in combat unless she has a drone on hand. That's the price she pays for being able to successfully pass herself off as harmless – she actually is harmless.
Problems I had making this archetype:
Once you extensively house rule a section, it is amazing how much you forget is fucked up in the original document. Like, you can't actually purchase a sensor rating for vehicles. And there's really no reason to even have an Electronic Warfare skill because every one of your drones has the same dice pool for the skill that you do (even better if you don't max out your EW at chargen). Argh, god damnit those rules are incomprehensible.
-Frank
All I did was add some extra programs (the rest of the hacking set) so the agent can do its thing with 8 dice, bolted on 2 more points of edge and added a sub machinegun.