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Hackmonster / Tacnet beacon

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nojosecool

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« on: <06-20-11/0313:48> »
This guy is brothers with Onion Man's "Baron Jolly" (under thread "Voodoo Touch Mage"), and we have worked the two characters to complement each other at Origins.  Because of this, you will notice that I only have one initiative pass unless I actually use the Jazz I'm carrying.  The jazz is for just in case we don't have time for Baron Jolly to cast his initiative boost spell on me and we need to start shooting immediately.  A last resort so I don't get murdered because I only have the one initiative pass.  Jazz will be used very sparingly. 

Primarily, Ripon will use the MG-6 grenade launcher if stuck in meat combat, but mostly he will maintain the tacnet and look for targets for spoofs and easy hacks.  If someone comes up on him, he will quick-draw the thunderbolt to drop them quickly.

Since the grenades just have to get close and his agility is so preposterously high with his shooting arm, I am not investing too much in the grenade launcher skill.  After my first run I will specialize in GL's, maybe later adding one more point to the skill later on, but then I'm leaving it alone. 

I know the skill groups spread me thin, but with the advancement track I am taking, I will be rolling a lot of dice for basically anything linked to logic.  Since this guy is for Missions play, I would rather have him be pretty good at a lot of things than really good at a thing or two.

Please don't hold back when criticizing my build.  Thanks!

Name: (doesn't have one yet)
Tag: Rippon Rhyma
Metatype: 20 pts
   Ork                            (20 pts)
Attributes: 130 pts (150)
   Bod 4                           (0 pts)
   Agi 2 (9 with R. Arm)   (10 pts)
   Rea 3                           (20 pts)
   Str 3                           (0 pts)
   Cha 2                           (10 pts)
   Int 4                           (30 pts)
   Log 4                           (30 pts)
   Will 3                           (20 pts)
   Ini 7
   Low Light Vision
      Edge 2                           (10 pts)
Qualities: -5 pts (145)
   Analytic Mind                        (5 pts)
   Born Rich                               (10 pts)
   Restricted Gear: Response 6 (5 pts)
   Restricted Gear: Agent 6        (5 pts)
   Restricted Gear: Tacnet 4  (5 pts)
   Low pain tolerance                     (-10 pts)
   Spirit Bane (Man)                       (-10 pts)
   Compulsion: Hijacks audio feeds to play his original music.  Dance clubs, PAN feeds, etc.  (-5 pts)
   Distinctive Style:  Loud, talks with hands, flaunts his inner city lingo, gold teeth, big sunglasses, etc.  (-10 pts)

Active Skills: 178 pts (323)
   Mechanics group 1            (10 pts)
   Electronics group 4 (7)      (40 pts)
   Cracking group 4 (7)         (40 pts)
   Biotech group 1                (10 pts)
   Influence Skill Group 1      (10 pts)
   Perception 2 (5 vis aud olf)(8 pts)
   Dodge 4                            (16 pts)
   Pistols 6                            (24 pts)
   Heavy Weapons 1            (4 pts)
   Armorer 1                         (4 pts)
   Artisan (DJ)                       (6 pts)
       -DJ includes beatboxing and sound mixing (and performance).  Beat boxing is pure fluff, sound mixing might have in-game uses.
   Gymnastics (Dance)           (6 pts)

Knowledge skills and languages: (24 free points) 0 pts (323)
   English N                        0 pts
   Physics (Harmonics/wave theory) 3(5)
   Ozrut (Trog) 2(4)
   L33T 3
   Seattle Club Scene 3
   Seattle Fine Dining (Chinese) 2(4)
   (Last 8 points for useful hacking knowledge, maybe 1 or 2 points into Denver area knowledge to cover backstory)


Contacts: 17 pts (340)
   MacCallister: Fixer (C5, L4)               (9 pts)
   McCoy: Street Doc (C3, L1)               (5 pts)
   Markus: Club owner (C3, L1)             (4 pts)

Gear: 300000 Y

Primary (implanted)
commlink: Transys Avalon   5000  Sig 4, Response 6 (upgraded, paid for restricted gear)
System 6                                   3000
Firewall 6                                   3000
Response upgrade +2 (6)   8000
All Common use rating 6           4800
All Hacking programs               68000
at rating 6 except:   
Nuke, Corrupt, Disarm (1)
Data Bomb, Blackout (2)
Track, Medic, Defuse (3)
Nonstandard Wireless Link (6)    3000
Armor (10)                            500
Optimization (Exploit)            500
Customized Interface            250
Hardening (6)                            150
Skinweb Array                            200
Agent 6                                    15000  (Paid for restricted gear)
Expert Defense AS (3)            1500
Homeground 3                            1500
Tacsoft 4                                    12000  (Paid for restricted gear)
   
Sensor Bundle (For tacsoft)   950
   
Cybereyes 4                           1500     Capacity 16 - 0.5 Essence
Flare comp                            750      [1]
Low Light                                    1000    [2]
Smartlink                                   1000     [3]
Thermo                                   1000     [2]
Vision Enhancement 3           4500     [3]
Vision Magnification                   1000     [2]
Microscopic Vision                   1300     [3]
Protective covers                   100
   
Cyberears 4                           1500   Capacity 16 - 0.5 Essence
Audio Enhancement 3           4500   [3]
Damper                                   750     [1]
Select Sound Filter 4           2000   [2]
Spatial Recognizer                   750     [2]
Increased Sensitivity           1000   [1]
   
Customized Cyberarm           21000   CAPACITY: 15  - 1 essence
Sim module (Hotsim)           5000       [2]
Olfactory Boosters (+3)           3000       [2]
Commlink implantation            2000       [2]
Snake Fingers                           1000       [1]
Telescoping Cyberarm           2500       [2]
Agility Enhancement (3)           750         [3]
   
PuSHeD                                  15000   0.1 Essence
Encephalon 2                          75000   1.5 Essence
   
Ruger Thunderbolt                        750
Extended Clip                               500
Personalized Grip                       100
Small Fire Selection Change (FA)  300
Sound Suppressor                        600
Internal Smartlink                        400
Compensating Chamber                0
Quick-draw holster                        100
Lanyard                                        10
Trigger removal                            50
Bullets x60                                    120
Gel Rounds x30                             90
Extra Clips x5                                25
   
Morissey Elan                              450
Silencer                                      400
Electronic Firing                      1000
Smartgun System                      450
Extended Clip                              500
Trigger Removal                      50
Lanyard                                      10
Concealed Holster                      75
Hi-C Plastic Rounds x20              300
Extra Clip x1                                5
   
MG-6 Grenade Launcher              1600
Additional Clip                              1600
Personalized Grip                      100
Shortened Barrel                      50
Smartgun System                      400
Airburst Link                              500
Trigger Removal                      50
Lanyard                                      10
Quick-draw holster                      100
Flash Bang x5                              150
High Explosive   x6                       270
Thermal Smoke x4                      140
CS Grenades x5                          200
Extra Clips x2                              10
   
Survival Kit                             100
Respirator (6)                             150
Medkit (6)                                     600
Flashlight                                     25
Wire Clippers                             25
Miniwelder                             250
Autopicker (6)                            1200
Tool kit (hardware)                    500
Certified Credstick                     25
   
Industrious Line Coveralls   900
Nonconductivity (4)                  800
Fire Resistance     (4)                 200
Chemical Protection  (4)          500
   
Form-fitting full armor           1600
Hard hat                                   50
   
Jazz    x6                                   450
Long Haul     x2                          100
   
(Front commlink)
Novatech Airware                 1250
Firewall 6 (3)                           0
System 6 (3)                           0
   
Fake SIN (3)                        3000
Fake License Firearms (3)   300
Fake License Accessories and Mods (3)   300

I still have 900ish Y left, too.  Thinking of shifting around some money so I can boost my SiN and licenses one level, or get another one at level one to burn.  Once I get a few runs under my belt, I'm totally getting a Fetch module.  I'm pretty sure I'll survive until then.

Thanks for looking this over!
« Last Edit: <06-20-11/0322:58> by nojosecool »
This is not Grand Theft Auto, this is Shadowrun.

Onion Man

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« Reply #1 on: <06-20-11/1428:58> »
I had thought you were switching from the respirator to a gas mask when you dropped athsma.

It also should be said that his lifestyle is the same as and paid for on Jolly, they're roommates.  Ripon brings all the electronics and entertainment toys, Jolly has the apartment and owns the car and keeps the bills paid and such.
Description/Narrative
{Thoughts}
"Conversation"
"Voice over commlink"
Code: [Select]
Text over commlinkOrson "Pig" Fletcher

Onion Man

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« Reply #2 on: <06-20-11/1454:11> »
Also, what's in those sensor bundles you figured out?  I'll need to know that before I commit anything to paper.
Description/Narrative
{Thoughts}
"Conversation"
"Voice over commlink"
Code: [Select]
Text over commlinkOrson "Pig" Fletcher

nojosecool

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« Reply #3 on: <06-20-11/1528:12> »
Sensor bundles:

2 channels: Rating 1 microcamera (detachable, but mounted on monacle hardware) with Thermographic vision (200Y)
3 channels: Rating 2 Earbuds with Audio enhancement (1) and spatial recognizer (220 Y)
1 channel: Motion sensor (50 Y)
2 channels: Rating 3 monacle with image link, low light, vision magnification (275 Y)

Changed some stuff around so we could get a HUD on there for those who don't have it.  Do we need anything else for these?  This seems like enough for users to contribute and to gain all benefits from the tacnet without the stuff getting in the way. 

Total: 8 channels for tacnet, full visual and audio interface, only 745 Y.  What do you think?  Should we move more to the camera since some characters won't want the monacle?  They become a little more expensive if we do, but meh...  If they don't want the monacle, they probably have cybereyes or badass goggles anyways, so they wouldn't need it.  That's just how I'm seeing it.
This is not Grand Theft Auto, this is Shadowrun.

Onion Man

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« Reply #4 on: <06-20-11/1537:47> »
I would think that if they had a beef with a monocle it would be because they already have something else and they'll probably already have the channels available.
Description/Narrative
{Thoughts}
"Conversation"
"Voice over commlink"
Code: [Select]
Text over commlinkOrson "Pig" Fletcher

nojosecool

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« Reply #5 on: <06-21-11/2215:34> »
Sweet! I made the perfect hacker!
This is not Grand Theft Auto, this is Shadowrun.

Yorick

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« Reply #6 on: <06-21-11/2243:23> »
to add 3 more dice, get a rating 1 nanohive and place it as capacity in the cyberlimb. get neocortical rating 3 nanites for it (25,000 nuyen). Next, get the Focus reality amplifier from unwired (500 nuyen). when your under stress, the Focus will let you use the neocortical bonus anyway.

next, you need an unrestricted agent(from unwired). it costs more and has high availibility, but it can use hacking programs. with your commlink, you should also add ergonomic to six of your programs. doing this with common use programs is easier (analyze, browse, edit, command, encrypt, and purge)

aside from that, if you have a copy of spy games, theres a very useful common use program there called Carnivoregold.

Maelstrom

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« Reply #7 on: <06-22-11/0802:04> »
Just my two cents:  implanted commlink is headware.  Some GM may not allow headware to be installed in a cyberarm.

nojosecool

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« Reply #8 on: <06-23-11/0851:36> »
Thanks Yorick, that's great advice.  I think I'm going to run ergonomics on ECCM and Armor as two of them since my IC will be up basically all the time.  (Maybe instead of purge and edit?)  I didn't know about the nanohive, but that's going to be one of the first things on my purchase list once I start earning Nuyen!
This is not Grand Theft Auto, this is Shadowrun.

Maelstrom

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« Reply #9 on: <06-23-11/0910:21> »
Ergonomics on Analyze is good.

If your GM rules that running two copies of the same program that has ergonomics (i.e. you and your agent running exploit with ergonomics) counts as two ergonomics options toward your (system) limit, these work well: encrypt, reality filter, attack, armor, biofeedback filter, and ECCM.

Nanohive neocortical neural amplifiers is very important for a hacker.  I recommend a focus reality amplifier from Unwired also (500 nuyen).

fikealox

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« Reply #10 on: <06-24-11/0523:35> »
Very cool character! I really like versatile but effective characters. I hope you don't mind, but I did have a question, since I'm new to building cybered characters. What're the various elements which are contributing to his awesome right arm agility?

nojosecool

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« Reply #11 on: <06-24-11/0802:19> »
Thanks fikealox! This hacker has just kicked some serious arse on his first couple runs at Origins. Many thanks for everyone's help in tweaking the details.

Anyways, the cyberarm... I bought the custom cyberarm and matched his STR and BOD to his natural stats for simplicity's sake, but I took his AGI up to the natural max (6). Then, I bought the AGI limb enhancement at 3, bringing the total to 9. It's kind of funny, at Origins he hasn't even drawn his pistol yet...

This is not Grand Theft Auto, this is Shadowrun.

fikealox

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« Reply #12 on: <06-24-11/1816:19> »
I'm glad (and not surprised) that he's working out well. Generalist characters, in my experience, are by far the most fun to play. You get lots of opportunities to contribute to the 'runs, rather than waiting endlessly for a chance to utilise your hyper-specialty. Plus, I find it more interesting to make up for slight combat shortcomings (compared to dedicated street sams) with ingenuity and creativity. In short, this is totally a character I'd play!

Thanks for clearing that up about the agility, too. I was confused, 'coz I thought his base agility was 2, and the arm was raising it by 7.

DWC

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« Reply #13 on: <06-26-11/0841:19> »
It's probably a bit late, but something to consider down the line is to pick up another cyberlimb (like a forearm or lower leg) and keep packing in implanted Response 6 commlinks.  Cluster them all together with your existing one and drive your processor limit through the roof.  The ultimate goal would be maintaining all the subscriptions for your TacNet, while running every program you own at the same time, and still having half a dozen subscriptions open for accessing other nodes.

Oh, and implanted commlinks have a capacity cost, which allows them to be placed in cyberlimbs.

nojosecool

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« Reply #14 on: <07-18-11/2235:10> »
@DWC,

I'm actually considering getting the extra implanted commlinks just to run more agents.  In Missions, we have to have to pay for every single copy of every program that we want to run.  No running two copies of an agent simultaneously, no running two copies of exploit (one for me and one for the mook), etc.  It's no big deal, but I do like the daisy-chain idea for the commlinks for that purpose alone.
This is not Grand Theft Auto, this is Shadowrun.