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> Decker Characters, Ideal Stats
Insectspirit
post Oct 19 2003, 10:33 PM
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If you have 27 ability points to distribute amoung your abilites for a decker where would you put them? :D
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Siege
post Oct 19 2003, 10:40 PM
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NPC: 27.

No, really -- it's a stat.

I suppose it depends on what kind of decker it happens to be --

Body 4
Quick 5
Str 3
Char 3
Int 6
Will 6

Pretty butch for a decker, but then again he won't break while playing with the samurai either.

-Siege
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mfb
post Oct 19 2003, 10:42 PM
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Int, Wil, Cha. the first because all your important skills are linked to it; the second because you use it to resist damage on the Matrix; the third because it makes raising Etiquette (Matrix) easier.
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Insectspirit
post Oct 19 2003, 10:48 PM
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I suppose i want to be a good decker and half decent in combat too.
:)
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Siege
post Oct 19 2003, 10:48 PM
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Mfb has a point -- if he's a classic decker geek, physical stats are less important.

If he's a combat decker who runs with SEALs during covert ops, odds are his physical stats will be higher.

So narrow your concept and you'll have a better idea of how to spend your points.

-Siege

Edit: Define 'combat'. Melee? Unarmed? Ranged?

Firearms? (asault rifles? Sniper rifles? Handguns?)

Heavy weapons?

Launch weapons? (grenade launchers -- a personal fav)

All of these questions will help you to develop a character concept and having a concept makes building the actual numbers much easier.
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Insectspirit
post Oct 19 2003, 10:52 PM
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What i really want to do is have a character who was formally in a matrix gang or somthing similar.
I still want him to be a little tough
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Elfie
post Oct 19 2003, 10:59 PM
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As a decker you should get Cyber and Bioware like Cereberal Boosters and Encephalons, but with 27 points, how about:

Bod 4
Qck 4
Str 3
Cha 4
Int 6
Wil 6

You can then buy a Cereberal Booster 2 to give you an 8 intelligence, which is just lovely for a decker :cyber:
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Insectspirit
post Oct 19 2003, 11:00 PM
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thanks i may try that.

Any other thoughts?
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Siege
post Oct 19 2003, 11:00 PM
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Ok, your combat skills are going to be along the lines of:

unarmed (brawling), melee (edged or clubs)
handgun, (maybe SMG)

Nothing to impress the merc or sam, but it'll keep you alive.

How are you building your character? 27 points is a lot of attributes for a decker (the idea being you're sacrificing money or skills which are also extremely important for a decker).

-Siege

Edit: And check with your GM -- some prohibit cultured bioware which includes the cerebral booster. If he doesn't, it's a great toy.
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Elfie
post Oct 19 2003, 11:04 PM
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Are you allowed edges and flaws? Exceptional attribute (INT) is nice.

I wouldn't give a decker some kind of melee skill. If the party's decker is involved in melee combat, then the run is totally fragged. Pistols are good for defending yourself, maybe an SMG. Are you using the priority system?

Good point about the Cereb Booster, I forgot to ask if it's allowed, sorry.
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Insectspirit
post Oct 19 2003, 11:08 PM
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My Priorities are as follows:

A: Rescources 1,000,000
B: Attributes 27
C: Skills 34
D: Mundane
E: Human


Thats how i chose my priorities did i do it wrong?
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Elfie
post Oct 19 2003, 11:12 PM
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There is no right or wrong, everyone plays differently.

IMHO, skills are more important than attributes for a decker (etiquette/matrix, comp/programming, comp/decking, electronics b/r), with money being the most important (you'd want a fast deck with all the goodies, right?). Try building a decker with Attributes B and Skills C, then try one with Skills B and Attributes C. Just pick the one you like better.

I recently built a decker using the point based system on NSRCG (123bp), and I like that system better for building deckers because you can custom fit your attribute and skill points.
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Insectspirit
post Oct 19 2003, 11:16 PM
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Hmm, ok then what sort of cyber deck and cyberware should i look at getting.
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Insectspirit
post Oct 19 2003, 11:21 PM
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and a reply to an earlier person on skill selections.........................................

you cannot specialise in a skills more than once eg.

Computers /programming
computers /decking

i'm sure you cant do that for a starting character.
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Elfie
post Oct 19 2003, 11:22 PM
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Going by the rules of 8/6, the CMT Avatar is probably the best stock deck you can buy at CharGen.

Cyberware is all dependent on the kind of decker you want to play, but the only decker specific cyberware I can think of are a datajack, Encephalon and the Math SPU, because of the hacking pool and task pool bonuses they offer. Everything else (smartlinks, eye and ear replacements, chipjacks, headwear memory, hell, even muscle replacement) are up to you.

As far as specializing more than once, I was just throwing out ideas. Not all deckers need a programming skill. It just depends if you're going to try to build your own programs or not.
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Siege
post Oct 19 2003, 11:23 PM
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What Elfie said.

I'd suggest shifting your priorities thusly:

Resources A
Skills B
Attributes C
Race: D
Magic: E

This is more along the lines of a "stereotypical" decker, but with the stuff you'll be buying you'll like having lots of money.

As for the cyberware and deck -- you're on your own. There are a lot of opinions, depending on what you want to do and I've never hammered my way through the decking rules.

-Siege
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Kagetenshi
post Oct 19 2003, 11:38 PM
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In the end, get enough Intelligence so you can have a decent Reaction and Hacking Pool, as well as not spending huge amounts on Computers skill. Then get some Willpower for when the IC starts getting hot and heavy, or should I say glacial.
Then forget that your character is a decker, act as if you have the remaining points and are working towards a secondary specialization.
In decking, what you own so much beats out who you are and what you know it ain't funny. Give me a Computers skill of 2 and a kitted-out Excalibur with the latest programs and I'll like as not take down someone world-class but with entry-level programs and gear.
Of course, they only give that kind of gear to the people who know how to use it, but the principle still stands. You need to do very little with attributes or skills to be a good decker. If you want to become an amazing decker while owing people as little as possible, then go with high Charisma and Etiquette, not to mention Negotiation. It's an expensive game.

~J

edit: as for 'Ware, the L3 Math SPU is perhaps the single most useful thing you can get. If you manage to avoid Matrix combat much, it may even be more useful than the Datajack. It's the equivalent of increasing your Intelligence and MPCP by a total of 9, as far as Hacking Pool goes. For gear, if your character is first and foremost a decker, go with whatever the best deck you can get is (I forget which one that is) and a lot of programs. Lots and lots. If your character is more of a combat decker, you may want to not actually get a deck yet and then try to get a windfall and buy one on the street to get MPCP above 6/Avail above 8, but that may cripple your moneymaking potential beforehand.
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Insectspirit
post Oct 19 2003, 11:50 PM
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But who says i want to be an orc?
cuase thats what would happen if i put my race as priority d.
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Siege
post Oct 19 2003, 11:53 PM
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There is absolutely nothing requiring you to be an ork (or dwarf) if you put your race as D. Although it does leave you options if you so choose.

-Siege
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Insectspirit
post Oct 19 2003, 11:57 PM
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sorry i'm confused how can you have your human as race on priority d?
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Elfie
post Oct 20 2003, 12:04 AM
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You can be a human on any racial priority, since they have the lowest priority (although why you would do so on anything other than D or E is beyond me). The racial priority just allows you to take those extra races...So with a racial priority of E, you can only be human. With D, you can be a Dwarf or an Ork, as well as a human. On C, you can now be a Troll or an Elf, as well as anything given to you by D and E. On B and A, you can be anything you want, but it's not a good idea to make Race B or A.

Although if you're using the priority system, going with Race D and Magic E would give you more flexibility, since Dwarves give you a bunch of Attribute bonuses, which are never a bad thing. Since Orks have a -1 INT modifier, I don't like using them as Deckers, but it has been done.

Edited to add a blurb about races...

This post has been edited by Elfie: Oct 20 2003, 12:07 AM
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Insectspirit
post Oct 20 2003, 12:07 AM
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Hmm,

Ok i understand now *seriosly*
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Insectspirit
post Oct 20 2003, 12:17 AM
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is there any sense in the concept of a person leaving upper class and join ing a matrix gang and learning decking from them?
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Siege
post Oct 20 2003, 12:42 AM
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Sure.

Surly, rebellious teens go do stupid things all the time.

Sounds like a good concept to me.

-Siege
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Insectspirit
post Oct 20 2003, 01:52 AM
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any tips on developing a simple backround like that to a full fledged one?
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