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Mailing List Logs for ShadowRN

From: chaos@*****.com (Steven Ratkovich)
Subject: Re: Decking fun...
Date: Mon, 30 Sep 1996 15:36:54 -0500 (EST)
>-- how do you incorporate a decker into the game, usually? I play a
>decker with a team of four others (sam, physad, shaman, and really cool
>person who doesn't fit into a catagory) and the GM finds it difficult to
>keep my character busy with decking stuff, other than overwatch and
>on-site retrievals. How do you deal with that (VR2 makes it easier for
>me to do things quickly, but otherwise...)?

Well, with me (Bull) it's a two man team, so we don't have a whole group of
guys (or gals) sitting around bored. Plus, I get to put up with Johnny
making regular tripsto the astral plane,so the waiting evens out. In a
normal game, however, this can be a real problem.

Sometimes we simply don't allow deckersin our games, especially ifthe person
hasn't everplayed one before (we have a large semi-regular group of new
players at a local college).

Or, we just simplify the decking a little more, making it much quicker,
reducing combat a little,and making the whole run involve maybe a dozen dice
tests at most. The problem withthis is if your decker spent tens of
thousand of nuyen on his deckamd now most of that's useless,cause you're
skipping the stuff it'sused for.

What it comes down to, I guess is the preference of the players and GM.
Talk to them and see how they'd like to handle things. If your deckerdoesn't
mind having his specialtyreduced to just a fewrolls, go for it,and let him
become a combat decker. This way,it frees up some money and Karma for
combat skills and equipment (or surveilance,or whatever). Ortalk to the
other members of the team and see if they don't mind taking a half hour
break while you and matrix-boy strip the corps of valuable info and cash...:)

As I said, this is a defficult area, but can usually be handled by talking
with the players and coming to a solution.

> Also -- Bull, just out of curiosity, what are your stats? (And
>good luck with your decking...:) ... )
>

Ummm, ok, here ya go...:) And thanks, with these guys plotting with my GM, I
may need it...:)

Bull, Ork Decker

Body: 9 (15) Charisma: 5 Reaction: 11 (18 Matrix)
Quickness: 7 (11) Intelligence: 8 (12) Initiative: 4d6 (6d6 matrix)
Strength: 8 (12) Willpower: 6

Decking: 12 Firearms: 7
Matrix Prog: 9 Electronics B/R: 6
Armed Combat: 5 Negotiation: 6
>>Pike: 9 Matrix Ettiquette: 8
Comp B/r: 7 Street Ettiquette: 7
Electronics: 6 Panther Assault Cannon: 8
RPV: 5 GMC Bulldog: 5
Vehicle B/R: 6

Cyberdeck:

MCPC: 12 Hardening: 6
Bod: 9 Response: 3
Evasion: 9 Storage Memory: 3,000
Masking: 9 Active Memory: 1,000
Sensor: 9

Most programs at rating 8-10.

Cyber: Bio:
Synthacardium
Smartlink Suprathyroid
300 MP memory Muscle Aug
Math Coprocessor Synaptic Accelerator
Encephelon Cerebral Booster

Spells (quickened):
Increase Initiative 1D6
Combat Sense
Armor

He rig to some degree, and has a highly modified GMC Bulldog (version 4 or
5) and a couple of microskimmer drones. He also hasa large cache of
weaponry and ammo that he's been collecting since before westarted Bug City
(he's a paranoid little git).

Well, this is a quick rundown on him, with most of his major skills, and his
deck, which is obviosly highly modified.

Well, See ya later...:)





############################################
# -Bull, aka Chaos, aka Rak, aka Steven Ratkovich #
# chaos@*****.com
#
# Order is Illusion! Chaos is Bliss! Got any fours? #
############################################

"I say we go back to the ship, and nuke the
site from Orbit. It's the only way to be sure."
-Ripley, "Aliens"

Disclaimer

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.