Decker Mages, Can't find rules for Awakened Deckers |
Decker Mages, Can't find rules for Awakened Deckers |
Feb 2 2004, 06:36 PM
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#1
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Target Group: Members Posts: 52 Joined: 2-February 04 Member No.: 6,051 |
I recalling seeing rules in 2nd ed for Mage/Deckers. I can't find any in 3rd ed, are there any?
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Feb 2 2004, 06:39 PM
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#2
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Great Dragon Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 |
Not sure what you want. A mage can be a decker, sure.
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Feb 2 2004, 06:41 PM
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#3
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Running Target Group: Members Posts: 1,049 Joined: 24-March 03 Member No.: 4,323 |
There arent any mage/decker specific rules that I've ever seen. Mages can be deckers without any special rules in 3rd ed. Well, none other than the fact that you cant cast spells in the Matrix, but that should be obvious.
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Feb 2 2004, 06:43 PM
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#4
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Yes, there are rules. If the mage wants a datajack, they suffer a point of magic loss unless they geas it away. If they don't get a datajack, they have to use a 'trode rig instead, which has its own disadvantages. Magic doesn't work in the Matrix. Basically, the standard rules for deckers combined with the rules for cyberware and the Awakened, nothing more.
~J |
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Feb 2 2004, 06:46 PM
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#5
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Moving Target Group: Members Posts: 518 Joined: 24-February 03 From: Tucson Member No.: 4,153 |
There is a blurb in MITS about mages being deckers or riggers. I don't have mine on me, but it's in the descrption of the awakened character near the beginning. |
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Feb 2 2004, 06:47 PM
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#6
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Shooting Target Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 |
There are a few rules scattered here and there. As I recall there's a special test you need to roll before projecting while decking (which obviously ends the decking session). Mostly stuff that'll never happen.
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Feb 2 2004, 06:49 PM
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#7
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Great Dragon Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 |
I don't recall, but they nixed that silly rule that gave you a penalty for having a magic attribute and decking or rigging, didn't they?
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Feb 2 2004, 06:50 PM
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#8
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Target Group: Members Posts: 52 Joined: 2-February 04 Member No.: 6,051 |
There used to be some pretty ugly penalties to actions in the matrix if you were magicially active, due to the differing worldviews. I think these were either in Awakenings or VR 2.0.
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Feb 2 2004, 06:56 PM
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#9
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Moving Target Group: Members Posts: 518 Joined: 24-February 03 From: Tucson Member No.: 4,153 |
They didn't seem to have any of that in MITS or 3rd ed. core rules from what I saw, so they appear to have nixed it when they switched over. Along with my damn spell locks! No, I'm not bitter. ;) |
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Feb 2 2004, 07:45 PM
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#10
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Running Target Group: Members Posts: 1,047 Joined: 12-November 03 From: Perilously close to the Sioux Nation. Member No.: 5,818 |
Wow.
Reaver=Spell Locks. That's my summary of you. BTW, WHAT THE HELL ARE SPELL LOCKS? I like to know when people are bitching. |
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Feb 2 2004, 07:51 PM
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#11
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Runner Group: Members Posts: 3,035 Joined: 26-February 02 From: Anahiem, CA Member No.: 100 |
they were a type of focus similar to sustaining foci. only they didn't have a force, you could cast any spell into them and it was "locked". its uber-broken munchy crap that people need to quit bitching about. systaining foci are way more balanced.
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Feb 2 2004, 07:58 PM
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#12
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
*Search through the old and dusty, give up and add from memory*
Spell locks cost 1 karma, could hold a spell of any force, could be turned off without requiring the spell to be recast, but resisted like any other force 1 focus. |
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Feb 2 2004, 07:59 PM
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#13
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Moving Target Group: Members Posts: 518 Joined: 24-February 03 From: Tucson Member No.: 4,153 |
It's not about balance. It's about having two previous editions, tons of adventures and dozens of stories that have spell locks in them... and then saying they don't exist. Sorry, but that's BS. I love sustaining foci and I think they are a great idea, but I still allow spell locks as well... and the ability to ground through them. :D |
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Feb 2 2004, 09:57 PM
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#14
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Running Target Group: Members Posts: 1,028 Joined: 9-November 02 From: The Republic of Vermont Member No.: 3,581 |
Waaaaaa!
When I converted my character from SR2 to SR3, I switched my spell locks for sustaining foci of the appropriate forces. And then I quit whining about it. |
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Feb 2 2004, 10:10 PM
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#15
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Target Group: Members Posts: 52 Joined: 2-February 04 Member No.: 6,051 |
Hey!
Back on track! Decker magi! The character type makes a great 'doorman' with the ability to open almost any kind of barrier. Kinda stink at maging and decking, but them's the breaks. Question is: is it worth trying? Or are the penalties too horrible to deal with? |
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Feb 2 2004, 10:28 PM
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#16
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Running Target Group: Members Posts: 1,028 Joined: 9-November 02 From: The Republic of Vermont Member No.: 3,581 |
It's a perfectly viable character concept. The minimal cyber you need to be a decker doesn't hurt your Magic too badly (and if you're getting the datajack and losing/geasing the Magic point anyway, you might as well take another 0.8 Essence of handy cyber/bio while you're at it), and being Awakened doesn't affect you in the Matrix. Your points are going to be spread kind of thin - you won't have a lot of capability outside your core foci - but it's doable.
And later on, you can dump your Karma into improving your magic and your cash into improving your deck, which works out nicely. Both fields can be severe time sinks, though. |
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Feb 2 2004, 11:39 PM
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#17
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
no kidding. devolping an Analyze Code spell might be worthwhile--works like Analyze Device, but gives you points in an appropriate Program Design knowledge skill.
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Feb 3 2004, 12:40 AM
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#18
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I want a Force 6 Debug spell.
~J |
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Feb 3 2004, 01:18 AM
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#19
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
You can already get a form of spiritball that is restricted to bug spirits. |
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Feb 3 2004, 06:24 AM
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#20
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
groan.
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Feb 3 2004, 08:22 AM
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#21
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Harlequin Group: Dumpshocked Posts: 331 Joined: 26-February 02 Member No.: 861 |
I'm in school now so I can't look it up, but I'm pretty sure there was something about mages and decking in the first Virtual Realities (first edition). There where some penalties, and then you always have... "Sir Twist" (?) from the "Secrets of Power" trilogy. His icon limped because he was a shaman.
I don't remember there being anything in Awakenings nor Virtual Realities 2.0. I think they dropped that idea when they went to the second edition, just like they (sorta) dropped the rules for decking without a deck. No, I'm not talking about Otaku, I'm talking about regular deckers being able to deck without a deck and the rules for it. |
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Feb 3 2004, 08:38 AM
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#22
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Deck Naked!
~J |
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Feb 3 2004, 02:28 PM
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#23
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
Yeah! Fastjack did it in the opening story in First ed. Check the cover, the elf popping what looks like spurs, is actually specialized cyberwear for deckers to jack in without a deck, basically precurser to the Cranial cyberdeck.
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Feb 3 2004, 02:55 PM
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#24
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Harlequin Group: Dumpshocked Posts: 331 Joined: 26-February 02 Member No.: 861 |
Well, I've looked it up and they give two options:
1) Increase all TN:s with the magicians Magic Attribute. 2) Increase all TN:s with the magicians Sorcery skill. Edit: This is from Virtual Realities from first edition. This post has been edited by L.D: Feb 3 2004, 07:29 PM |
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Feb 3 2004, 05:00 PM
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#25
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Moving Target Group: Members Posts: 345 Joined: 10-February 03 From: Leeds, UK Member No.: 4,046 |
DODGER! NOT FASTJACK. Program Carriers are the things you're thinking about. There's no reason why they won't work in 3rd edition either (apart from the danger to the decker) and you can find them in Plastic Warriors' most excellent Running Gear supplement (well worth the price!) |
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