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> N00bi3 questions thread
Tarantula
post Jan 25 2007, 05:51 AM
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In raw? I wouldn't subscribe my cyberware to my commlink. Anything important is connected with a wire. Wireless communication is done on a secondary commlink not connected to the first. The primary commlink is skinlinked, making its signal rating less than zero, as it can only transmit along the biofield of a human body. The first commlink is the primary commlink used for control of all my important things. Secondary commlink would at most be connected to glasses for AR display and earbuds/microtransciever for communication with the team. Drop an agent with analyze and attack programs, along with encrypt for your communications. If the agent detects a hacker coming in, he can initiate a terminate connection (223) while engaging the hacker in cybercombat. If the agent is defeated, the system resets. (223) Both of those can kick the hacker out before he is able to do -any- damage. And that is the utility of them.
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cetiah
post Jan 25 2007, 06:00 AM
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QUOTE
In raw? I wouldn't subscribe my cyberware to my commlink. Anything important is connected with a wire. Wireless communication is done on a secondary commlink not connected to the first. The primary commlink is skinlinked, making its signal rating less than zero, as it can only transmit along the biofield of a human body. The first commlink is the primary commlink used for control of all my important things. Secondary commlink would at most be connected to glasses for AR display and earbuds/microtransciever for communication with the team. Drop an agent with analyze and attack programs, along with encrypt for your communications. If the agent detects a hacker coming in, he can initiate a terminate connection (223) while engaging the hacker in cybercombat. If the agent is defeated, the system resets. (223) Both of those can kick the hacker out before he is able to do -any- damage. And that is the utility of them.


In other words your campaign has no hackers and you don't need hacking rules. Fair enough.
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cetiah
post Jan 25 2007, 06:01 AM
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I need to backup and put this all together in a more cohesive format. If you have more questions, feel free to ask them in this thread.
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Tarantula
post Jan 25 2007, 06:18 AM
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No, I don't run a campaign, I played in one. In the campaign I did run, I had a technomancer... so without him getting some scene time of tense die rolls, and well executed timing of utlizing previously probed targets to hack away some problems, he would've felt very useless. Pretty much, as long as the hacker is able to stay undetected (easy with probing out a target, difficult to impossible with hacking on the fly) they're very useful.
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cetiah
post Jan 25 2007, 06:33 AM
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QUOTE (Tarantula @ Jan 25 2007, 01:18 AM)
No, I don't run a campaign, I played in one.  In the campaign I did run, I had a technomancer... so without him getting some scene time of tense die rolls, and well executed timing of utlizing previously probed targets to hack away some problems, he would've felt very useless.  Pretty much, as long as the hacker is able to stay undetected (easy with probing out a target, difficult to impossible with hacking on the fly) they're very useful.

My rules are made with the presumption (and requirement) that hacking on the fly is rather viable and desired. I'm trying to move away from the SR3 model where the decker stayed home while the runners went out to play. Different tastes I guess.

Besides, I thought you said you were only concerned about hacking NPCs. Since when are you going to take the time probe an NPC for weaknesses? Did you do this? I would've never thought someone would try.

I'm perfectly happy with a "cyberwear can't be hacked" rule (although its not a rule in my system), and it still gives plenty of options to hackers. Also, combined with some of the AR stuff from Serbiter's system, hackers have some awesome little 'battle options' available exclusively to them.
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Tarantula
post Jan 25 2007, 07:49 AM
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Umm, yeah. He probed virtually any mainframe he had the time to that was associated with the target. During legwork, he'd do data searches on the company, then probe out as much as he could while everyone else was gathing intel of their own. Then, when its time for the run, he was with everyone else, but with his probed access availible to him when he needed it. Worked out great. He got to do his legwork (in the 'trix and in probing) and the more social characters did their own (talking to contacts) while the physicals did their own scouting about intel. Overall, they came up with fairly solid plans that covered most angles their small group could handle. With plans for how to pull out if something they couldn't handle came up.
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cetiah
post Jan 25 2007, 07:32 PM
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QUOTE (Tarantula)
Umm, yeah. He probed virtually any mainframe he had the time to that was associated with the target. During legwork, he'd do data searches on the company, then probe out as much as he could while everyone else was gathing intel of their own. Then, when its time for the run, he was with everyone else, but with his probed access availible to him when he needed it. Worked out great. He got to do his legwork (in the 'trix and in probing) and the more social characters did their own (talking to contacts) while the physicals did their own scouting about intel. Overall, they came up with fairly solid plans that covered most angles their small group could handle. With plans for how to pull out if something they couldn't handle came up.

Sounds awesome. Cool game. It sounds like what was great about your game though, that made it work, was the good roleplaying and all the players on the same page, not the rule system you were using. Whether you use my system, Serbiter's system, or the rules as written, you could have a game like this. This sounds like the product of good GMing, good players, and a great setting. I love hearing stories like this.
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