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Hacker (and rigger in lost moments) : impressions ?

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HarrySeldon

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« on: <02-14-11/0448:29> »
I'm creating a hacker, with rigger skills, to (re)join a team of
- 1 human mage specialized in spirits, mainly looking for raw power in combat
- 1 dwarf shaman
- 1 elf shaman
- 1 cyberwared' dwarf, our walking gun shop, with just the basic rigging ware
- 1 sniper and rigger elf (he's leaving accross the ocean)
I know, we the anti humanis sort of group ;-) Not much first line power.
I previously played a troll adept, specialized in close combat

Ante Scriptum : creation with 400BP + 28 karma and 30kY to spend

Any comment or suggestion is welcome !!!


Metatype : [25 BP]

dwarf

Attributes : [140 BP]

Body                4     
Agility5
Reaction5
Strenght3Basic dwarf force, but useful when the GM asks if you're sure you can carry your partner ^^
Charisma1Not too happy with it
Intuition2either, planning to upgrade it as soon as I have 2 more KP. Up' with Karma
Logic3Up' with Karma
Willpower6
Edge1

Skills [182 BP]
Electronics SG    4
Cracking SG       4
gunnery  4
pilot (ground)     4
pilot (air)            4
pilot (antropomorh) could be nice
automatics              2
dodge (distance)     2*
infiltration                2
perception  1+3 cybereyes, +3 attention coprocessor
etiquette (matrix)                1*
first aid (combat wounds)  4*

Qualities [0 BP]

More than metahuman
Codeslinger (Command)
Criminal SINNER (ex Ares SIN, he was hacker in a mercenary compagny linked to Ares : MercUres when, one day, a mission had to be strongly denied. Only a few squadron member could get away and disperse)

Equipment [50 BP] + 30kY

Weapons
Ares Crusader (build-in 2 RC) (MOD : smartgun, sound suppressor, personalized grip)
Ares Alpha (build-in smartgun, grenade thrower, 2 RC) (MOD : sound supressor, peronalized grip)

Protection
protection vest 8/6

Cyberware
Rigging module
Internal commlink, modified (5,5,5,5) with simsense accélérator
Hot sim
Simsense booster
Attention coprocessor
Encephalon 2
Cybereye 4 with antiflash, visual amplification, zoom, smartlink, night vision, thermo vision, eye protection

Other

Survival Kit
Respirator R6
Medikit R6, 2 supplies
Autolockpicker R6
Electronics tool kit
RFID detagger
Biomonitor
2 "one use" commlinks

2 stim patches R6
1 trauma patch (is there any mean it could be triggered by the biomonitor)

2 fake SINs R4
2 fake licenses R4

Squatter (1 month)

Programs

(All R5)
Analyse, Catalog, Command, Encypt, Edition, Scan
Armor, Attack, BlackHammer, Decrypt, Exploit, ECCM, Defuse, Biofedback filter, Spoof, Stealth, Medic, Sniffer, Track
IC R5

Contact
To be defined with team menbers (don't remember if we have a mechanic, we already have a skilled « decker »)
3 remaining BP are but not enough …
« Last Edit: <02-14-11/1555:49> by HarrySeldon »

Dakka

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« Reply #1 on: <02-14-11/1519:25> »
Codeslinger is taken on a per action basis, not a per program basis.  You could TRY to argue Codeslinger (Control Device) but that seems too wide a focus for a +2 bonus dice PQ.

25+140+182+50 = 357, you have 43 BPs left, 3 of which I guess you are using on contacts.  I would use them to push pilot (ground) to 6, and maybe purchase Gunnery or increase your Edge/Intuition/Charisma.

HarrySeldon

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« Reply #2 on: <02-14-11/1553:41> »
Thanks to the precision for Codeslinger, I misread it. I will discuss it with my GM of course.

You gave me an instant of pure hope, but that makes 397 … leaving just 3 BP for a contact, which may be short, I will see.
I already have gunnery, I just called it "vehicule artillery". Sorry for the mistake, I had to buy the books in french for friends, I'll edit it in my first post.
« Last Edit: <02-14-11/1556:29> by HarrySeldon »

Dakka

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« Reply #3 on: <02-14-11/2104:03> »
My bad on the math error.