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Message no. 1
From: Tim Kerby <Drekhead@***.COM>
Subject: SLD and SSLD
Date: Tue, 18 Jul 1995 22:28:35 -0400
Hello all!

Having recently acquired the ShadowTech book, I have a few questions
regarding System Load Delay and Softlink System Load Delay. How exactly are
these related to gameplay? Does this mean that a character who has a Firearms
5 skillsoft slotted has to wait a turn or more each time before he can fire
his weapon? Or is load delay only for when skillsoft is first "initialized"?
If so, then isn't load delay kind of a worthless statistic as most characters
will have their selection of chips slotted long before the run begins? (and
also means that an IO SPU is a waste of essense and money).

Regarding Skillwire Plus: what's the big deal? The most cost effective option
is still Skill Hardwires from SSC. Or am I missing something? And this total
ratings thing: is the rating the total of all skillsofts used, or just
activesofts (i.e. ones that access the wires)?

Thanks for endulging me.
-Tim

P.S. Can someone explain BREIFLY what initiation is all about as I do not
have access to the Grim-thingy. Thanks again.
Message no. 2
From: Sebastian Wiers <seb@***.RIPCO.COM>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 00:50:13 -0500
>
> Hello all!
>
> Having recently acquired the ShadowTech book, I have a few questions
> regarding System Load Delay and Softlink System Load Delay. How exactly are
> these related to gameplay? Does this mean that a character who has a Firearms
> 5 skillsoft slotted has to wait a turn or more each time before he can fire
> his weapon? Or is load delay only for when skillsoft is first
"initialized"?
> If so, then isn't load delay kind of a worthless statistic as most characters
> will have their selection of chips slotted long before the run begins? (and
> also means that an IO SPU is a waste of essense and money).
>
> Regarding Skillwire Plus: what's the big deal? The most cost effective option
> is still Skill Hardwires from SSC. Or am I missing something? And this total
> ratings thing: is the rating the total of all skillsofts used, or just
> activesofts (i.e. ones that access the wires)?

Oh goody, a cyber question!
Ok, Iv'e used both of these, so if I'm not doing it right, at least it is not
destoying our campaign.
SSLD is the time between slotting a new soft and acessing it. SLD is the time
to switch to a new headware memory soft. You have it right when you say it is
"initialization" time. Yes, with good planning, it is not a big deal.
However, the spu is still good for other things, like reading datasofts.
Also, you could get a lot of slots (say, softlink 4x2) and load them all. The
SSLD would be pretty hefty, but with an I/O subprocessor, you could swicth
during combat with no time lag. Good if you want lots of active skills on
demand but have low level skilwires.
Skillwire plus kicks ass. Get level three, it can handle up to 6 levels, so
you can slot one skill 6 soft, in a 45k rig. For high level softs, skilwire 2
the only way to go. Skill Hardwires are dogs, IMHO. You can get a Softlink 2
and skilwire plus 3 for .5 e and 47KY, and slot a level 6 or 2 level 3's.
Sure, skillhardwires are cost efffective up to level 4, but they take more
essence and are not flexible. Hell, I have a veritable library of tech
chips. And wired reflex 3!
>
PS- our GM is perverse and won't allow combat pool to be added to combat
softs, no matter who else on the list does, so I pretty much stick to
vehicles, athletics, and other skills I wouldn't use a pool on.
> Thanks for endulging me.
> -Tim
Glad to- see if you can return the fafor on mu "Gargoyle" post
Sebastian
>
> P.S. Can someone explain BREIFLY what initiation is all about as I do not
> have access to the Grim-thingy. Thanks again.
>
BILE SPEWING ALERT
Initiation- spend moderate amounts of Karma. Get Higher magic rating, and new
magiacal abilities that make spells and conjouring look like parlor tricks.
Consume more Karma using them. Oh, by the way, it makes you almost
invulnerable to spells. This magical quest for knowledge is considered "good
role playing" as oposed to cyber loving mundane style Munchkin playing. See,
if its magic, its not Munchy. Unless it is a spellock.
Message no. 3
From: Andre' Selmer <031SEA@******.WITS.AC.ZA>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 09:33:02 +0200
:->Hello all!
:->
:->Having recently acquired the ShadowTech book, I have a few questions
:->regarding System Load Delay and Softlink System Load Delay. How exactly are
:->these related to gameplay? Does this mean that a character who has a Firearms
:->5 skillsoft slotted has to wait a turn or more each time before he can fire
:->his weapon? Or is load delay only for when skillsoft is first
"initialized"?
:->If so, then isn't load delay kind of a worthless statistic as most characters
:->will have their selection of chips slotted long before the run begins? (and
:->also means that an IO SPU is a waste of essense and money).

The load delay is added on to the target number ie firing you pistol
at the bum in the street is normally T#2 (assuming smartgun), but now
T#3 because the system takes time to issue the approapraite commands.
Under normal circumstances this is no problem but in a firefight the
1 might just be the difference between 2 and 3 successes.

:->
:->Regarding Skillwire Plus: what's the big deal? The most cost effective option
:->is still Skill Hardwires from SSC. Or am I missing something? And this total
:->ratings thing: is the rating the total of all skillsofts used, or just
:->activesofts (i.e. ones that access the wires)?

Under the vanilla skill wires a character could run a single skill up
to the rating of the wires. Ie a charatcer with skillwires 6 could
run a single activesoft a any rating up to 6, with skillwires plus
however that self same character can run skills up to double the
rating in skill rating, ie a character with skillwires plus 6 could
theoretically run 12 skills simultaneously at rating 1, or 2 at
rating 6 or any combination thereof, however if this causes system if
run from headware hence add a SPU to handle the data (as did my
dwarf) and the problem vanishes. Hardwires have the problem that the
cannot be upgraded, replaced, removed or changed. ie a hardwired 4 in
firearms will never change

:->P.S. Can someone explain BREIFLY what initiation is all about as I do not
:->have access to the Grim-thingy. Thanks again.
:->

Don't quote me on this but it is really somesort of asteral quest
that a mage goes on to gain more magic points and nice abilities like
shielding

To regress slightly, in our campaign our local skillwire fundy (an
elf with an attitude, now dead) make up a nifty gizmo for dealing
with the problem of changing skill chips when you have multiple skill
chips. Called the chip belt, all it is, is a belt that has up to 16
chip slots on it with a small computer and a lead terminating in a
standard chip connector. It allows for the changing of chips with a
simple action rather than struggeling in the middle of the firefight
to load those damn small wafers

Chip Belt
Cost: 10,000+500 per chip slot
Availability: Custom made
Street Index: ?
Concealability: 12
Armour Rating: 4/2 (+5,000)

Sorry this is so long
Andre'

Man is a teller of stories, he lives by and is surrounded by his
own stories and those of other people, he sees everythings that
happens to him in terms of these stories and thus has to live
enacting them
-Sarte

GARFIELD !
-Jon
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 11:37:51 +0200
>Having recently acquired the ShadowTech book, I have a few questions
>regarding System Load Delay and Softlink System Load Delay. How exactly are
>these related to gameplay? Does this mean that a character who has a Firearms
>5 skillsoft slotted has to wait a turn or more each time before he can fire
>his weapon? Or is load delay only for when skillsoft is first "initialized"?

I think it's the latter. You have to load the chips first before you can use
them, but I think it's be foolish to say you have to each time you use the
chip. Maybe we should ask an official ruling on this matter?

>If so, then isn't load delay kind of a worthless statistic as most characters
>will have their selection of chips slotted long before the run begins? (and
>also means that an IO SPU is a waste of essense and money).

Yes, but what if you are in a surprise situation and haven't got any chips
slotted?

>Regarding Skillwire Plus: what's the big deal? The most cost effective option
>is still Skill Hardwires from SSC. Or am I missing something? And this total
>ratings thing: is the rating the total of all skillsofts used, or just
>activesofts (i.e. ones that access the wires)?

Skill hardwires must be one of the most useless pieces of cyber ever
invented, IMHO. Sure, it may be more cost- and essence-effective, but you
can't change the skill when you need another one. My
rigger/samurai/rockerwannabe has skillwires+ level 3, and so many skill
chips he effectively almost triples the number of skills he has available.

>P.S. Can someone explain BREIFLY what initiation is all about as I do not
>have access to the Grim-thingy. Thanks again.

By spending a LOAD of Good Karma, you can increase your Magic Attribute by
doing an initiation, as well as receiving nifty new powers only available to
initiates. That's what it boils down to, though I'd recommend modifying the
rules slightly -- try NERPS Shadowlore for a good method.


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
We've got to... oh hell, who cares anyway?
GC3.0: GS/AT/! dpu s:- !a>? C+(++) U P L E? W(++) N K- w+ O V? PS+ PE Y
PGP- t(+) 5 X R+++>? tv+(++) b+@ DI? D+ G++ e h! !r(--) y? Unofficial
Shadowrun Guru :)
Message no. 5
From: Gurth <gurth@******.NL>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 11:37:58 +0200
>The load delay is added on to the target number ie firing you pistol
>at the bum in the street is normally T#2 (assuming smartgun), but now
>T#3 because the system takes time to issue the approapraite commands.
>Under normal circumstances this is no problem but in a firefight the
>1 might just be the difference between 2 and 3 successes.

Is this a ruling I'm not aware of? "System Load Delay is measured in turns"
my Shadowtech book says on page 44, so I read it as "If you slot a 250 Mp
skill chip, it takes one turn to be able to use the data."


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
We've got to... oh hell, who cares anyway?
GC3.0: GS/AT/! dpu s:- !a>? C+(++) U P L E? W(++) N K- w+ O V? PS+ PE Y
PGP- t(+) 5 X R+++>? tv+(++) b+@ DI? D+ G++ e h! !r(--) y? Unofficial
Shadowrun Guru :)
Message no. 6
From: Dave Stone <dstone@******.DREAMSCAPE.COM>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 06:49:30 -0400
On Tue, 18 Jul 1995, Tim Kerby wrote:

<Shadowtech stuff I can't answer 'cause my Shadowtech book isn't here>

> P.S. Can someone explain BREIFLY what initiation is all about as I do not
> have access to the Grim-thingy. Thanks again.

More or less, it gives them extra points of magic(initiates start
at Grade 0, and you add the grade to the magic rating, so a grade 1 gets
1 point, grade 2 gets 2, etc.) They get special powers like not needing
spell locks to make permanent spells(quickening), anchoring, where one
spell can start another, and centering, which helps them cast spells and
resist drain. Plus, they can mask things so they're not visible in
astral space...and change their aura...

Dave

| David Stone -- dstone@******.dreamscape.com |
| "Five ride forth, and four return. Above the watchers shall he |
| proclaim himself, bannered across the sky in fire..." |
Message no. 7
From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 11:47:41 GMT
> From: Andre' Selmer <031SEA@******.WITS.AC.ZA>
>
> Under the vanilla skill wires a character could run a single skill up
> to the rating of the wires. Ie a charatcer with skillwires 6 could
> run a single activesoft a any rating up to 6, with skillwires plus
> however that self same character can run skills up to double the
> rating in skill rating, ie a character with skillwires plus 6 could
> theoretically run 12 skills simultaneously at rating 1, or 2 at
> rating 6 or any combination thereof,

I think you are still limited to max skill rating = system rating but
the rules are far for clear, however skillwires+ 6, allows two
chipped skills at 6 and just slot another to change them, so it costs
silly ammounts of money it is very very hard, and who needs to be
able to fire guns, run obstacle courses(athletics), drive a car, fly
a plane and sail a ship all at the same time. ok you might want a few
things together but thats why you keep primary skills natural (at 6
at startup) you can then increase them as well of course. This thing
and linguasofts (bag full thereof) soon bears resemblance to a
universal translator.

> :->P.S. Can someone explain BREIFLY what initiation is all about as I do not
> :->have access to the Grim-thingy. Thanks again.
> :->
my opinions

gives you access to the metaplanes, great form spirits and metamagic.
magic now = essence - lifetime magic loss + initation grade
metamagic
centering - generally useful enhancement ability
quickening - locked spell without locks
dispelling - don't bother
shielding - combat spell stopper that make spell defense look
useless, no total solution though
masking - hey i'm joe blogs mundane, (not high grade initiate PC)
basicall tells lies on the astral - probably the most
wonderful ability in SR
anhcoring - delayed blast/ prepared spells ability, potentially very
powerful, in practice costs so much karma its virtually
ignored.
>
> Andre'
>
Mark
Message no. 8
From: Andre' Selmer <031SEA@******.WITS.AC.ZA>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 18:08:28 +0200
:->>The load delay is added on to the target number ie firing you pistol
:->>at the bum in the street is normally T#2 (assuming smartgun), but now
:->>T#3 because the system takes time to issue the approapraite commands.
:->>Under normal circumstances this is no problem but in a firefight the
:->>1 might just be the difference between 2 and 3 successes.
:->
:->Is this a ruling I'm not aware of? "System Load Delay is measured in
turns"
:->my Shadowtech book says on page 44, so I read it as "If you slot a 250 Mp
:->skill chip, it takes one turn to be able to use the data."
:->
System load delay occurs when there is an excess of data to be
processed. Following this it makes sence that as the data is being
manipulated consistantly such as that in a skill it would
consistantly be caused the system to slow down and hence add to the
target number. Most probably I'll agree that you are right, I don't
have the book handy, the chances being that it was a homegrown rule
that we came up with and have played with for so long we don't think
of it any more. Apart from that and back to the discussion, the way
we work the system, is that the SPU is an additional processor that
helps deal with the repetative tasks and hence free up more time for
the skill wires main processor or whatever..

Andre'
Man is a teller of stories, he lives by and is surrounded by his
own stories and those of other people, he sees everythings that
happens to him in terms of these stories and thus has to live
enacting them
-Sarte

GARFIELD !
-Jon
Message no. 9
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: SLD and SSLD
Date: Wed, 19 Jul 1995 12:04:48 -0400
On Wed, 19 Jul 1995, Sebastian Wiers wrote:

> SSLD is the time between slotting a new soft and acessing it. SLD is the time
> to switch to a new headware memory soft. You have it right when you say it is
> "initialization" time. Yes, with good planning, it is not a big deal.

Definitely. But when poorly planned or when trying to swap softs
in combat crises, this can really begin to suck.

> However, the spu is still good for other things, like reading datasofts.
> Also, you could get a lot of slots (say, softlink 4x2) and load them all. The
> SSLD would be pretty hefty, but with an I/O subprocessor, you could swicth
> during combat with no time lag. Good if you want lots of active skills on
> demand but have low level skilwires.

Definitely. Also remember that the I/O SPU does something (I
forget what) for cranial decks.

> Skillwire plus kicks ass. Get level three, it can handle up to 6 levels, so
> you can slot one skill 6 soft, in a 45k rig.

Not so. It can handle up to twice its rating in softs
*simultaneously*, but the maximum usable soft still can't exceed the
rating of the system. The big bonus of skillwires plus is that it allows
you to handle more active softs of the same level at the same time,
rather than higher level softs. Having both Firearms and Gunnery on tap
at respectable levels at the same time is a very handy thing.

> Skill Hardwires are dogs, IMHO.

Well, if you allow a Skillwire Plus to handle chips of higher
levels, I can see why. But normally, they are quite the bargain. Not to
mention that they are upgradeable and cheap.

> PS- our GM is perverse and won't allow combat pool to be added to combat
> softs, no matter who else on the list does, so I pretty much stick to
> vehicles, athletics, and other skills I wouldn't use a pool on.

This is written into the rules. Chipped skills allow zero access
to pools. This includes Control Pool, Task Pool and all the other
ones that often get overlooked. Being a chipped rigger is just a Bad
Idea (tm).

Marc
Message no. 10
From: Sebastian Wiers <seb@***.RIPCO.COM>
Subject: Re: SLD and SSLD
Date: Thu, 20 Jul 1995 01:54:17 -0500
> > Skillwire plus kicks ass. Get level three, it can handle up to 6 levels, so
> > you can slot one skill 6 soft, in a 45k rig.
>
> Not so. It can handle up to twice its rating in softs
> *simultaneously*, but the maximum usable soft still can't exceed the
> rating of the system. The big bonus of skillwires plus is that it allows
> you to handle more active softs of the same level at the same time,
> rather than higher level softs. Having both Firearms and Gunnery on tap
> at respectable levels at the same time is a very handy thing.
>
What is the point, if you can get a multisoft-link, and a I/O spu, the old
skilwires, and swictch to whatever soft you want? Such a system would have
Identical performance at a lowert cost.

> > Skill Hardwires are dogs, IMHO.
>
> Well, if you allow a Skillwire Plus to handle chips of higher
> levels, I can see why. But normally, they are quite the bargain. Not to
> mention that they are upgradeable and cheap.
>
> > PS- our GM is perverse and won't allow combat pool to be added to combat
> > softs, no matter who else on the list does, so I pretty much stick to
> > vehicles, athletics, and other skills I wouldn't use a pool on.
>
> This is written into the rules. Chipped skills allow zero access
> to pools. This includes Control Pool, Task Pool and all the other
> ones that often get overlooked. Being a chipped rigger is just a Bad
> Idea (tm).
>
Actually, the rules say the chip does not give you a pool. I read this as,
computer chip does not add to hacking pool, etc. But a combat pool is based
on attributes, and some bdies are better for combat than others. You already
have a combat pool, and should be able to acsess it for skillsofts. But heay,
the way you say is the way we play, and I still love my wires
(Biotech/firstaid: 6).


> Marc
>
Sebastian
Message no. 11
From: Robert Watkins <bob@**.NTU.EDU.AU>
Subject: Re: SLD and SSLD
Date: Thu, 20 Jul 1995 17:28:48 +0930
Tim Kerby wrote:
>
> Hello all!
>
> Having recently acquired the ShadowTech book, I have a few questions
> regarding System Load Delay and Softlink System Load Delay. How exactly are
> these related to gameplay? Does this mean that a character who has a Firearms
> 5 skillsoft slotted has to wait a turn or more each time before he can fire
> his weapon? Or is load delay only for when skillsoft is first
"initialized"?
> If so, then isn't load delay kind of a worthless statistic as most characters
> will have their selection of chips slotted long before the run begins? (and
> also means that an IO SPU is a waste of essense and money).

Load delay: how long it takes to load into memory. Pretty explanatory.
And I plan on catching one character who has an overdependance on skill
chips by having his Firearms 6 chip fall out, one of these days. Other
scenarios: well, I've got a house rule you can't sleep with skill chips in.
So ambushes are nice. Also, what about unusual skills? The runners are
trapped on top of a building, being shot at. The only way out is the
helicopter over there. The player forgot his skill chip (it happens, ya
know), but there's conviently one in the 'copter...

--
Robert Watkins bob@**.ntu.edu.au
Real Programmers never work 9 to 5. If any real programmers
are around at 9 am, it's because they were up all night.
*** Finger me for my geek code ***
Message no. 12
From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: SLD and SSLD
Date: Thu, 20 Jul 1995 11:13:21 GMT
> From: Robert Watkins <bob@**.NTU.EDU.AU>

> So ambushes are nice. Also, what about unusual skills? The runners are
> trapped on top of a building, being shot at. The only way out is the
> helicopter over there. The player forgot his skill chip (it happens, ya
> know), but there's conviently one in the 'copter...
>
Now whats it actually for, cookery? - mix pan galactic gargle
blasters 6???
Or fly (Starship Enterprise - real lot of use in the real world!)
something you don't actually have on hand.
> --
> Robert Watkins bob@**.ntu.edu.au
Mark
Message no. 13
From: Sebastian Wiers <seb@***.RIPCO.COM>
Subject: Re: SLD and SSLD
Date: Thu, 20 Jul 1995 12:59:27 -0500
>
>
> Load delay: how long it takes to load into memory. Pretty explanatory.
> And I plan on catching one character who has an overdependance on skill
> chips by having his Firearms 6 chip fall out, one of these days. Other
> scenarios: well, I've got a house rule you can't sleep with skill chips in.
> So ambushes are nice. Also, what about unusual skills? The runners are
> trapped on top of a building, being shot at. The only way out is the
> helicopter over there. The player forgot his skill chip (it happens, ya
> know), but there's conviently one in the 'copter...
>
> --
> Robert Watkins bob@**.ntu.edu.au

Unusual Skills? How about the boat/sailin/racing 5 I reacently lifted? Or
tilt rotro aircraft (thers what, 2 models of these ?) Or simsense engeneering
10! Obviously, I do not bring these with me most times- to useless, to likely
to slow me down in grabbing the right chip (i'd say you can select from up to
INT chips as a simple action). Plus, worth to damn much money (like anyone
would dare try to mug me. Reps are a bit useful, and I did grow up as a
ganger and enforcer).

Mongoose
Message no. 14
From: Charles KcKenzie <kilroy@**.WISC.EDU>
Subject: Re: SLD and SSLD
Date: Thu, 20 Jul 1995 14:38:38 -0500
This whole thread reminded me of a decker with a C2 deck.
He wanted to hook it up to a reality filter from VR, then filter his
cybereyes through it while not decking. Suggestions?

Kilroy
Message no. 15
From: "S.F. Eley" <gt6877c@*****.GATECH.EDU>
Subject: Re: SLD and SSLD
Date: Thu, 20 Jul 1995 17:03:08 -0400
> This whole thread reminded me of a decker with a C2 deck.
> He wanted to hook it up to a reality filter from VR, then filter his
> cybereyes through it while not decking. Suggestions?
>
> Kilroy


Oooooooohhhh.. I LIKE the idea, but from a logical perspective I don't
think it could happen. Reality filters on cyberdecks take standard Matrix
specification signals, and retranslate them into new simsense impressions
that the decker would rather have. The trouble is that cybereye signals
aren't standardized data streams, they're nerve impulses based on the whole
possible realm of vision. To interface with the optic nerve, they have to
have an output very similar to that of natural eyes.

I suppose someone _could_ design an image-processing unit that would turn
everyday vision into Matrix interface signals, which could then be filtered
through a cyberdeck, BUT I think the processing power needed would be huge
enough that the prototype wouldn't fit into a person's head, and you also
stand a good chance of missing important visual signals. (If the image
processor attached to your cybereyes doesn't know how to describe an
elephant, you WILL NOT SEE the elephant that is about to trample you.)
If you want to let the player get away with this, I'd suggest frequent and
penalized Perception tests to see if the character notices every time
something unusual should be seen.

Those are my thoughts on the subject. I may have just provoked a EE or
Computer Science flamewar, but oh, well. >8->


Blessings,

_TNX._

--
Stephen F. Eley (-) gt6877c@*****.gatech.edu )-( Student Pagan Community
http://wc62.residence.gatech.edu|
My opinions are my opinions. | "Remember, Exploding Boy, you
Please don't blame anyone else. | can use your power only ONCE!"
Message no. 16
From: Gurth <gurth@******.NL>
Subject: Re: SLD and SSLD
Date: Fri, 21 Jul 1995 12:12:56 +0200
>likely
>to slow me down in grabbing the right chip (i'd say you can select from up to
>INT chips as a simple action).

With ammo clips we usually assign each a number and roll a die, unless the
character spends some more time actually trying to dig up the clip he wants
to use. That way you can end up shooting APDS at unarmored targets, or
flechette at people in full-suit heavies :)


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
It's tv-speak, Andycam!
GC3.0: GS/AT/! dpu s:- !a>? C+(++) U P L E? W(++) N K- w+ O V? PS+ PE Y
PGP- t(+) 5 X R+++>? tv+(++) b+@ DI? D+ G++ e h! !r(--) y? Unofficial
Shadowrun Guru :)
Message no. 17
From: Sebastian Wiers <seb@***.RIPCO.COM>
Subject: Re: SLD and SSLD
Date: Fri, 21 Jul 1995 13:50:56 -0500
>
> >likely
> >to slow me down in grabbing the right chip (i'd say you can select from up to
> >INT chips as a simple action).
>
> With ammo clips we usually assign each a number and roll a die, unless the
> character spends some more time actually trying to dig up the clip he wants
> to use. That way you can end up shooting APDS at unarmored targets, or
> flechette at people in full-suit heavies :)
>
Well, a little color coding courtesy of krylon helps. Besides, why load
anything but apds? ,:]) (pudgey troll with one horn)
SEBASTIAN

Further Reading

If you enjoyed reading about SLD and SSLD, you may also be interested in:

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.