From: | John Stawarz aka Chaos Manager <jstawarz@******.GMU.EDU> |
---|---|
Subject: | Re: Deck fuses |
Date: | Tue, 8 Mar 1994 16:47:11 -0500 |
> I'd be careful about allowing these 'fuses' or very quickly your
> deckers will start taking ooon serious black ICE, knowing that they
> can't be hurt by it as the fuse will cut in.
Well, I've run across a similiar problem with my players doing this.
I 'fixed' it by requiring test vs a TN of 4, using the decks MPCP
rating as the number of dice. The decker can add dice from his hacking
pool to this, if he wishes. There is a threshold to cross however.
That threshold is the current node rating, or the ICE's rating,
whichever is GREATER.
Also, if the decker reaches the threshold, and the fuse kicks in, he
suffers the effects of dump shock. He then has to resist a 4m2 physical
attack. Won't necessarily kill him, but make him wish that it had.
This is to represent the fact that the fuse kicked in as soon as the
attack was made. Remember, the fuse REACTS to the ICE attack, nooot
predicts it.
Needless to say, this has led to a higher fatality rate amonst the
group's deckers, and an increased caution among the surviviors.
Chaos the Wonder Mage
--
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* John Stawarz aka Chaos Manager *
* jstawarz@******.gmu.edu *
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* Dawn: The time when men of reason go to bed. *
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