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Message no. 1
From: Shane Courtrille <hardware@*******.DATANET.AB.CA>
Subject: VR-2
Date: Sat, 1 Feb 1997 02:16:40 +0000
I am curious
1) Is there a Errata? There is at least one annoying error.. The 'See
grids & hosts p.14 for more info on UV systems' when they actually
mean p.24 (I confuse easily ;) )
2) Has anyone taken the time to write out an entire run, showing all
the steps? I wouldn't mind seeing this to help me learn VR-II.
3) What ways do YOU use to make decking & the rest of the run go
together smoothly so you don't have players sitting aruond doing
nothing? standard.. decker does 5 steps.. rest do 5.. decker does 5..
and so on? I have 8 players.. so leaving 7 of them and doing the
entire deck run at once wouldn't work well :)

*wave* thanx :)
Shane Courtrille - hardware@*******.ab.ca
HTTP://www.datanet.ab.ca/users/hardware
Message no. 2
From: Robert Siemborski <robsiemb@***.SSNLINK.NET>
Subject: Re: VR-2
Date: Sat, 1 Feb 1997 14:32:43 -0500
On Sat, 1 Feb 1997, Shane Courtrille wrote:

> 2) Has anyone taken the time to write out an entire run, showing all
> the steps? I wouldn't mind seeing this to help me learn VR-II.

Check out Paolo's site for a VR-2 Designer: http://www.interware.it/shadowrun

> 3) What ways do YOU use to make decking & the rest of the run go
> together smoothly so you don't have players sitting aruond doing
> nothing? standard.. decker does 5 steps.. rest do 5.. decker does 5..
> and so on? I have 8 players.. so leaving 7 of them and doing the
> entire deck run at once wouldn't work well :)

You could always give your group 2 deckers... 8 is a rather large group.

- Rob -

<<<Robert Siemborski, System Administratior, Silicon Super Network>>>
http://www.ssnlink.net

-----BEGIN GEEK CODE BLOCK----
Version: 3.1
GCS/IT/CM d- s+:- a--- C++++>$ UI++>++++ UA++ UL>+ UB+$>++++ UV$>++++
P+$>+++$ L+ E---- W+++ N+ o K- w+(++++)>+++++$ O-(+) M--(+)>! Y PGP
t+ 5+++>++++ !X R++>+++ tv(+) b++(+++) DI+ D++(+++) G e- h+>++ r y?
------END GEEK CODE BLOCK-----
Message no. 3
From: Bull <chaos@*****.COM>
Subject: VR2
Date: Fri, 6 Feb 1998 19:31:10 -0500
OK, I know how much everyone likes Deckers and VR2... But Decking is such
a integral part of both Shadowrun and Cyberpunk in general that I don;t
want to just discount it...

So what I'm looking for is WHAT is the biggest problem with deckers and
decking? I'm looking for specific details here, hopefully from people
who've actually managed to decipher VR2.0 (I know, the book is one
frustrating mass of crap. It's taken a week and 12 pages of detailed notes
and page references to finally have it down pat :)).

What kind of changes would you like to see to decking, what do you like
about the current system, that sort of thing...

Bull -- Fishing for On Topicness :]
--
Bull, aka Steven Ratkovich, aka Rak, aka Chaos, aka a lot of others! :]

The Offical Cuddly Celebrity Shadowrn Mailing List Welcome and Archive
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-- Michael J. Fox on "Spin City"
Message no. 4
From: "J. Keith Henry" <Ereskanti@***.COM>
Subject: Re: VR2
Date: Fri, 6 Feb 1998 21:31:44 EST
In a message dated 98-02-06 19:49:56 EST, chaos@*****.COM writes:

> OK, I know how much everyone likes Deckers and VR2... But Decking is such
> a integral part of both Shadowrun and Cyberpunk in general that I don;t
> want to just discount it...

Well absolutely ruly (vs. unruly ;) of you Bull.

> So what I'm looking for is WHAT is the biggest problem with deckers and
> decking? I'm looking for specific details here, hopefully from people
> who've actually managed to decipher VR2.0 (I know, the book is one
> frustrating mass of crap. It's taken a week and 12 pages of detailed notes
> and page references to finally have it down pat :)).

Interaction. Comprehension. Computer Comparisons.

So many players simply believe that "simsense" is for only the deckers and if
you aren't a decker, then you are toast (which isn't far from honest). Many
people find the Matrix rules more difficult than the Magic rules. Strange
things is, the last problem is the solution to the second.

Our own level of computer science is getting frighteningly high (anyone else
heard about IBM breaking the 1000 Mhz limit yet?). Images of computer
animation basis are in nearly every major television show in america, and in
many other countries (such as the elusive to understand Japan). There are so
many relationships between a decker and a "computer user" that -could- be
drawn, you'd think it'd be the easiest thing to relate to. So often, that is
simply not the case.

> What kind of changes would you like to see to decking, what do you like
> about the current system, that sort of thing...

Actually Bull, I personally found the VR2 entirely legible and comprehensible,
even the part about Matrix combat. But, so very few other players want to
-really- give it a try. If anything, I would prefer it to be written like one
of the "Dummies Guides..." maybe, a cliff notes to Matrix would be great,
possibly as part of the SR3 would be just perfect.

-K (who thinks the "Dummies Guide to HTML" was far more enlightening than any
4 of the textbooks he's found on the subject)
Message no. 5
From: NightLife <habenir@*****.UC.EDU>
Subject: Re: VR2
Date: Fri, 6 Feb 1998 23:08:55 -0500
>So what I'm looking for is WHAT is the biggest problem with deckers and
>decking? I'm looking for specific details here, hopefully from people
>who've actually managed to decipher VR2.0 (I know, the book is one
>frustrating mass of crap. It's taken a week and 12 pages of detailed notes
>and page references to finally have it down pat :)).

Hey got a copy of those notes? ;)


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Nightlife Inc.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

"I am telling you nothing - merely asking you to remember that death come in
many shades. Some are harsh and infinitely painful to look upon; others can be
as peaceful and beautiful as the setting sun. I am an artist, and many colors
lie on upon my palette. Let me paint him a rainbow, and give you the means to
decide where it ends."

Erik from the book Phantom.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Document Classified
<<<<<<<<<<<<<<<<<<<<<<<<<<<
Message no. 6
From: Thaddeus Winters <THADEUSv20@***.COM>
Subject: Re: VR2
Date: Sat, 7 Feb 1998 19:23:18 EST
>OK, I know how much everyone likes Deckers and VR2... But Decking is such
>a integral part of both Shadowrun and Cyberpunk in general that I don;t
>want to just discount it...
>
>So what I'm looking for is WHAT is the biggest problem with deckers and
>decking? I'm looking for specific details here, hopefully from people
>who've actually managed to decipher VR2.0 (I know, the book is one
>frustrating mass of crap. It's taken a week and 12 pages of detailed notes
>and page references to finally have it down pat :)).

Actually I thought the whole book was considerably better written than
the enchanting rules in the grimiore. But maybe that's me.

>What kind of changes would you like to see to decking, what do you like
>about the current system, that sort of thing...

The explanation of host arrangements could have been better written. The
rest of the system was a much needed overhaul. The decker now doesn't have to
deal with random IC placement. It also encourages better stealth techniques.
A decker in my old group gave on stealth type program after he was character
was brainfried. His next character used attack and defense programs instead
and went much further. With VR2 he would need those staelth programs he
originally scrapped.
Message no. 7
From: Matthias Kerzel <MKerzel@***.COM>
Subject: Re: VR2
Date: Sun, 8 Feb 1998 15:24:25 EST
On Fri, 6 Feb 1998 Bull wrote
>What kind of changes would you like to see to decking, what do you like about
the >current system, that sort of thing...

Here is my list of wishes, they have not so much to do with the system but if
someone writes new decking rules, maybe he could use some these ideas:

- More urban / digital legends and gossip: Ok, we've got UV hosts, vanishing
SANs, psychotropic IC and AIs. But what about some really scary stuff that
only exists in the screwed up minds of some paranoid deckers. Some examples:
An alien intelligence has entered the matrix via our satellites and lives now
in form of an AI in the net. Or a living matrix, messages that come from
nowhere, unknown shareholders with lost of power. There is so much gossip
about magic, the horrors, immortals and the big D but almost nothing
comparable for the matrix. This has nothing to do with the system, but it
would ad a little more flavour.

- Brain hacking: Psychotropic IC are able to change someone's personality.
What about using the same technique for modern advertising. Subconscious
messages could manipulate people to do and think almost everything. There
could be a complete new set of programs that allow to access other decker's
brains. This would make for some interesting runs: "Access this exec's brain
and find out what he things about this!" or "Make this exec thing it is smart
so invest in our company!". (Yes, I like 'Ghost in the shell'.)

- Virtual Persons: There are a lot of cyberpunk stories about transferring a
human's personality to the net. This would make for some very interesting
NSCs.

- Operating systems: We all know how much trouble is caused by differed
operating systems. I think it is unrealistic that all these problems are
solved. There could be a common established standard but what if the system
the team's decker has hacked into uses a different standard, time for a good
emulation programme.

- More realistic programmes: Programmes should have some more options and
stats. That would make them little more unique.

- Copy protection: Under the VR2 rules it is possible to copy very expensive
programmes, two deckers who meet, have a chat, and copy some programmes could
easily get programmes that would cost them several thousand NuYen to buy. I
don't say that I don't like the idea of copying programmes but it should not
be that easy. Even today we have very good copy protections and there a many
people that crack them. There should be some rules for copy protections and
cracking.

- Conversations with programmes and IC: This idea is bit strange but it is an
attempt to ad a little more roleplaying to the matrix. A decker can talk to
programmes and IC in order to convince them that he is not an intruder. That
would only be possible if the programmes are at least semi-intelligent. I know
that discussing with a programme is a strange idea but there would be less
dice rolling.

What I like about the VR2 system is that you can pick an action that the
Decker wants to perform, roll some dice and get the result. There is no need
for a map, that would slow down the game.

Under the current system deckers and IC use a different set of rules for their
actions. Decking would be much easier if there were not so many special rules
for every IC.

The biggest problem with decking is still that it takes a lot of time and
unless you reduce it to some very simple dice rolling it will be hard to solve
that problem.

- Matthias Kerzel
Message no. 8
From: Bull <chaos@*****.COM>
Subject: Re: VR2
Date: Sun, 8 Feb 1998 22:56:41 -0500
At 09:31 PM 2/6/98 EST, J. Keith Henry wrote these timeless words:

>Well absolutely ruly (vs. unruly ;) of you Bull.
>
WHy thank you :]

I try :]

>> So what I'm looking for is WHAT is the biggest problem with deckers and
>> decking? I'm looking for specific details here, hopefully from people
>> who've actually managed to decipher VR2.0 (I know, the book is one
>> frustrating mass of crap. It's taken a week and 12 pages of detailed
notes
>> and page references to finally have it down pat :)).
>
>Interaction. Comprehension. Computer Comparisons.
>
>So many players simply believe that "simsense" is for only the deckers and
if
>you aren't a decker, then you are toast (which isn't far from honest). Many
>people find the Matrix rules more difficult than the Magic rules. Strange
>things is, the last problem is the solution to the second.
>
What do you mean? Sorry, I'm not sure what problem/solution you're
referring to?

>Our own level of computer science is getting frighteningly high (anyone else
>heard about IBM breaking the 1000 Mhz limit yet?). Images of computer
>animation basis are in nearly every major television show in america, and in
>many other countries (such as the elusive to understand Japan). There are so
>many relationships between a decker and a "computer user" that -could- be
>drawn, you'd think it'd be the easiest thing to relate to. So often, that is
>simply not the case.
>
Well, one thing to be VERY careful of here is that any relations drawn
between the "real world" of 1998 and the "virtual reality" of 2060 is
that
the "Examples" used must still be appropriate and understandable in 5
years, or else you're stuck revising a book every few years. With the
changing tech, who knows what equipment might be used in five years, and
what might be obsolete crap.

But I do understand where you're coming from. In general though, I think
the best way to help define and explain decking though is to simplify the
tone and writing of the book. Decking isn;t just about tech. It's about
exploring a virtual reality and neon landscape as a huge ass minotaur,
stealing data and money from a neon pyramid. It's about a lot of stuff,
but it's NOT just about dice rolling and numbers, which is the way VR2.0
tends to read.

Honestly, I like the rules much better than I thought I would, once I
managed to figrue them out. But the writing leaves a LOT to be desired.

>> What kind of changes would you like to see to decking, what do you like
>> about the current system, that sort of thing...
>
>Actually Bull, I personally found the VR2 entirely legible and
comprehensible,
>even the part about Matrix combat. But, so very few other players want to
>-really- give it a try. If anything, I would prefer it to be written like
one
>of the "Dummies Guides..." maybe, a cliff notes to Matrix would be great,
>possibly as part of the SR3 would be just perfect.
>
Hmmm, a Dummies for Decking? I like it...:] WOuld make for a nice chapter
of SR 3 :]

Ok then, let's rework the question then, just for a hypothetical question
(and in case the FASA Gods are watching and taking notes :)).

If you had to take VR2.0, and condense/rework the book into a 20-25 page
"Basic" version of Decking for SR3, what would you keep and what would you
pitch?

What do you want to see out of SR3 as far as Decking. We've discussed this
so much for Magic, why not Decking?

Bull
--
Bull, aka Steven Ratkovich, aka Rak, aka Chaos, aka a lot of others! :]

The Offical Cuddly Celebrity Shadowrn Mailing List Welcome and Archive
Answer Ork Decker!
Fearless Leader of the Star Wars Mailing List
List Flunky of ShadowCreations, creators of the Newbies Guide,
---- in production now!
HOME PAGE: http://www.geocities.com/Area51/Cavern/3604/
NEW!!!! UIN: 6460938

"Wait a minute! First you break up with me, and now you want to sleep with
me?? What are you... A GUY??"
-- Michael J. Fox on "Spin City"
Message no. 9
From: Bull <chaos@*****.COM>
Subject: Re: VR2
Date: Sun, 8 Feb 1998 23:07:09 -0500
At 07:23 PM 2/7/98 EST, Thaddeus Winters wrote these timeless words:

> Actually I thought the whole book was considerably better written than
>the enchanting rules in the grimiore. But maybe that's me.
>
I'm not all that familiar with the Enchanting Rules, having only glanced
over them once, since we havn't needed them or used them in our group
(Tinner knows 'em a lot better than me :)).

>>What kind of changes would you like to see to decking, what do you like
>>about the current system, that sort of thing...
>
> The explanation of host arrangements could have been better written.
>
Really? <grin>

>The rest of the system was a much needed overhaul. The decker now
>doesn't have to deal with random IC placement.
>
Rendom IC Placement? I kinda thought it was still pretty darned random...:]

> It also encourages better stealth techniques. A decker in my old group
gave >on stealth type program after he was character was brainfried. His
next >character used attack and defense programs instead and went much
further. > With VR2 he would need those staelth programs he originally
scrapped.
>
Well, you SHOULD be able to do that... But I agree that you won;t get too
far crashing evrything in sight. BUT... You can still be a large blunt
object, and with a good enough deck, programs, and skills, you can waltz
all over a host without even tripping IC :]

Bull
--
Bull, aka Steven Ratkovich, aka Rak, aka Chaos, aka a lot of others! :]

The Offical Cuddly Celebrity Shadowrn Mailing List Welcome and Archive
Answer Ork Decker!
Fearless Leader of the Star Wars Mailing List
List Flunky of ShadowCreations, creators of the Newbies Guide,
---- in production now!
HOME PAGE: http://www.geocities.com/Area51/Cavern/3604/
NEW!!!! UIN: 6460938

"Wait a minute! First you break up with me, and now you want to sleep with
me?? What are you... A GUY??"
-- Michael J. Fox on "Spin City"
Message no. 10
From: Paolo Marcucci <marcucci@***.TS.ASTRO.IT>
Subject: Re: VR2
Date: Mon, 9 Feb 1998 12:32:22 +0100
> Here is my list of wishes, they have not so much to do with the system but
if
> someone writes new decking rules, maybe he could use some these ideas:
>
> - More urban / digital legends and gossip: Ok, we've got UV hosts,
vanishing
> SANs, psychotropic IC and AIs. But what about some really scary stuff that
> only exists in the screwed up minds of some paranoid deckers. Some
examples:
> An alien intelligence has entered the matrix via our satellites and lives
now
> in form of an AI in the net. Or a living matrix, messages that come from
> nowhere, unknown shareholders with lost of power. There is so much gossip
> about magic, the horrors, immortals and the big D but almost nothing
> comparable for the matrix. This has nothing to do with the system, but it
> would ad a little more flavour.

Yes. This is definitely needed. Only thing, IE, Big D and others comes from
the FASA think tank and thus are supported in published products. On the
matrix side, there is already something (see Fastjack, the Nexus section in
the Denver box, etc...) but admittely the area is pretty much unexplored.

> - Brain hacking: Psychotropic IC are able to change someone's personality.
> What about using the same technique for modern advertising. Subconscious
> messages could manipulate people to do and think almost everything. There
> could be a complete new set of programs that allow to access other
decker's
> brains. This would make for some interesting runs: "Access this exec's
brain
> and find out what he things about this!" or "Make this exec thing it is
smart
> so invest in our company!". (Yes, I like 'Ghost in the shell'.)

Uhm... check Mindland in the English Modules section of the Archive.
(http://www.interware.it/shadowrun/ShowArticle.asp?page=modules/mindland/plo
tuk.html)

> - Operating systems: We all know how much trouble is caused by differed
> operating systems. I think it is unrealistic that all these problems are
> solved. There could be a common established standard but what if the
system
> the team's decker has hacked into uses a different standard, time for a
good
> emulation programme.

As much as I despise Java, a cross-platform OS is the future. Wether it will
be WindowsNT in several portings or Intel that dominates definitely the
market (I mean, DOMINATE :) is only a matter of randomness and market
forces. What is needed are some brand names (other than the well known ones)
that build chips and other parts. We have dozens of 9M pistols by now, why
do I have to use a "standard" MPCP-8 chip? Better a NuCyrix y88 or a
Microdeck F756iX? (both have the same stats, but could have some intrinsic
differences, like be more powerful in graphic rendering or data mining,
modifying the TN for some tests accordingly...)

> - Conversations with programmes and IC: This idea is bit strange but it is
an
> attempt to ad a little more roleplaying to the matrix. A decker can talk
to
> programmes and IC in order to convince them that he is not an intruder.
That
> would only be possible if the programmes are at least semi-intelligent. I
know
> that discussing with a programme is a strange idea but there would be less
> dice rolling.

Not as strange as it seems :) User interfaces are bound to go a long way
towards seamless integration with the surrounding environment. Speech
interfaces are hot today. Natural language command processors are just
behind the corner...

> What I like about the VR2 system is that you can pick an action that the
> Decker wants to perform, roll some dice and get the result. There is no
need
> for a map, that would slow down the game.

You have to use a map just like in the normal game. Combat situations and
something like that.

> - Matthias Kerzel

Good points, Matthias. Hope that the Bull-Bot gets them and the DLOH listens
to Bull's suggestions :]

--Paolo
Message no. 11
From: Lehlan Decker <decker@****.FSU.EDU>
Subject: Re: VR2
Date: Mon, 9 Feb 1998 09:09:37 -0500
On Fri, Feb 06, 1998 at 07:31:10PM -0500, Bull wrote:
> OK, I know how much everyone likes Deckers and VR2... But Decking is such
> a integral part of both Shadowrun and Cyberpunk in general that I don;t
> want to just discount it...
>
> So what I'm looking for is WHAT is the biggest problem with deckers and
> decking? I'm looking for specific details here, hopefully from people
> who've actually managed to decipher VR2.0 (I know, the book is one
> frustrating mass of crap. It's taken a week and 12 pages of detailed notes
> and page references to finally have it down pat :)).
>
> What kind of changes would you like to see to decking, what do you like
> about the current system, that sort of thing...
>
My biggest problem with VR2 (or deckers in general),
was integrating decking into the normal sequence of the game.
That, and very few of my players wish to take the time (or have
the interest), to do all the deciphering. It seems to take far
longer to get a decker working correctly, then say a samurai, mage, or
these days even a rigger (depending on how many toys they have).
More examples of actually playing would have been very useful in VR2.
This is all IMHO of course, and may have to do with the type of players
I have. I enjoyed VR2, so I'm not knocking it by any means.

--
--------------------------------------------------------------------
Lehlan Decker 644-4534 Systems Development
decker@****.fsu.edu http://www.scri.fsu.edu/~decker
--------------------------------------------------------------------
Some people are alive, only because its illegal to kill them.
Message no. 12
From: "Jackson, Hank" <Hank.Jackson@*********.COM>
Subject: Re: VR2
Date: Mon, 9 Feb 1998 09:15:31 -0500
On 8 Feb, 98, Bull wrote,
Much Snipped
>But I do understand where you're coming from. In general though, I
think
>the best way to help define and explain decking though is to simplify
the
>tone and writing of the book. Decking isn;t just about tech. It's
about
>exploring a virtual reality and neon landscape as a huge ass minotaur,
>stealing data and money from a neon pyramid. It's about a lot of
stuff,
>but it's NOT just about dice rolling and numbers, which is the way
VR2.0
>tends to read.
This is my main problem with the book. In the older system, there was
variety in the things a decker saw. In the new system, it's much more
difficult to describe the virtual reality experience. The last time I
had a decker in my game, I had to describe the iconology of the host and
the alterations that occurred as the security tally climbed. It was
different, but it worked ok. I was in a quandary, because I had to do
it on the fly. VR2 gave little in descriptions as a player decker would
see it.

>If you had to take VR2.0, and condense/rework the book into a 20-25
page
>"Basic" version of Decking for SR3, what would you keep and what would
you
>pitch?
I wrote several "Primers" for players new to Shadowrun to give them a
reference sheet and to keep me from being asks by 5 players at once how
to roll initiative. My decking primer was 3 pages and included basic
rules on maneuvering through a computer system, basic descriptions of IC
and how they affected a decker and streamlined rules for Cybercombat.
The other stuff like frames or program option, I intended to introduce
as the game progressed.


>What do you want to see out of SR3 as far as Decking.
I like the rules. They are fast and easy to understand, IMO. I also
like the fiction sections because they give me ideas to use during the
game. I would like to have info searching addressed. How does a
deckers search the Matrix for leads on info. If the info is very
important, it'll be in a secure computer, but those who have secure info
don't advertise. So how does a decker get a lead as to which computer
to crack or does she just crack them all one at a time?

My 2 cents
Galen
Message no. 13
From: s c rose <scrose@****.COM>
Subject: Re: VR2
Date: Mon, 9 Feb 1998 12:18:34 -0600
Bull wrote:
<snip>

>
> But I do understand where you're coming from. In general though, I think
> the best way to help define and explain decking though is to simplify the
> tone and writing of the book. Decking isn;t just about tech. It's about
> exploring a virtual reality and neon landscape as a huge ass minotaur,
> stealing data and money from a neon pyramid. It's about a lot of stuff,
> but it's NOT just about dice rolling and numbers, which is the way VR2.0
> tends to read.

I agree 100% while the rules do work nice simple easy to use deck design
would rules would be a huge plus. To much dice rolling and numbers kills
the RP IMO.


> Honestly, I like the rules much better than I thought I would, once I
> managed to figrue them out. But the writing leaves a LOT to be desired.
>
> >> What kind of changes would you like to see to decking, what do you like
> >> about the current system, that sort of thing...

Decker stuff is pretty separated from the rest of the game world.
A decker doing an over watch is at this point is almost a separate run
in and of
itself. Clear concise and precise rules for a decker in over watch so
they are
really part of the team, some quick easy to use rules for this would a
huge
plus.





--

Never Appeal to a man's "better nature" he may not have one.
Invoking his self-interest gives you more leverage.
Message no. 14
From: Brett Borger <bxb121@***.EDU>
Subject: Re: VR2
Date: Mon, 9 Feb 1998 16:57:27 EST
> So what I'm looking for is WHAT is the biggest problem with deckers
> and decking? I'm looking for specific details here, hopefully from
> people who've actually managed to decipher VR2.0 (I know, the book
> is one frustrating mass of crap. It's taken a week and 12 pages of
> detailed notes and page references to finally have it down pat :)).

I personally like VR2.0, so I'm not too sure waht to say. One large
thing is that unless the person is familiar with the atmosphere of
VR1.0, they are going to neglect the role-playing aspect of VR2.0.

Here are my complaints about Vr2:

1) When can I use the Hacking pool? It seems like I can throw it in
with every action and never worry about it until combat.

2) Once you trigger an IC, it's over. You have to suppress, which
mean the system nabs more successes, and repeat. My players get out
by the second IC at the latest, 'cuz they know they'll spend all
their time fighting.

3) THey screwed up the Task pool. It is only supposed to add with
NON-chipped skills. sigh.

4) When does the system tally carry over and when doesn' it? I get a
tally of one in the LTG....is it with me when I enter a system? If I
get more in the system, and enter a new host connected to the first,
does the tally carry?

-=SwiftOne=-

Further Reading

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