From: | Smiling Wolf <SLEIBOWITZ@****.HAMPSHIRE.EDU> |
---|---|
Subject: | Pure cyber control |
Date: | Fri, 25 Sep 92 11:01:00 EDT |
>> the Matrix? You get the extra initiative die and no apparent drawbacks?
>
>On page 178 in the SR II rulebook:
>" Deckers who are running on pure cybernetic command receive
> an additional die for initiative.
> Deckers running on a combination of cybernetic command with
> keyboard assistance determine Initiative normaly.
> Deckers running a cyberdeck with _only_ keyboard commands
> halve their Reaction Rating, receive no Reaction bonus from response
> increase, but do get to roll the additional response intrease Initiative
> die, in addition to their standard 1D6."
>
>And as I see this there is nothing that prevents you from allways run
>pure cybernetic. I will anyway :-).
>
>-Magnus.
Actually, there is, it just took me a while to find it.
In VR, on page 49, "Simsense Overload":
Whenever a deck takes persona/MPCP damage that gets
recorded on the Condition Monitor, a slight chance exists that
the decker will also take some damage from the simsense
overload. To better facilitate cybernetic command, many of the
limiters and cut-outs of a normal simsense signal are reduced or
eliminated in a cyberdeck to "heighten" the experience. To
sharpen the edge, as it were. When the MPCP takes damage,
the simsense signal spikes slightly.
When the MPCP takes damage, the decker must make a
Willpower Resistance Test against a Target Number equal to the
number of "wounds" the MPCP took. If the test succeeds, he
takes no damage. If he fails, he takes a Light Stun Wound.
> If the decker is running purely on a cybernetic level, with no
>keyboard, he receives a +2 to the Target Number he must beat in
>in the resistance test.
This rule was omitted in SRun II, but I would suggest using it. Otherwise,
there isn't any reason _not_ to go purely cybernetic, and everybody knows
that TNSTAAFL, right?
Your humble servant,
Smiling Wolf
sleibowitz@****.hampshire.edu
"It was the beat! The beat made
me do it!!!!"