IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> Decker Mages, Can't find rules for Awakened Deckers
Gauvain
post Feb 2 2004, 06:36 PM
Post #1


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?
Go to the top of the page
 
+Quote Post
Ancient History
post Feb 2 2004, 06:39 PM
Post #2


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.
Go to the top of the page
 
+Quote Post
Jason Farlander
post Feb 2 2004, 06:41 PM
Post #3


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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Feb 2 2004, 06:43 PM
Post #4


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
Go to the top of the page
 
+Quote Post
Reaver
post Feb 2 2004, 06:46 PM
Post #5


Moving Target
**

Group: Members
Posts: 518
Joined: 24-February 03
From: Tucson
Member No.: 4,153



QUOTE (Gauvain)
I recalling seeing rules in 2nd ed for Mage/Deckers. I can't find any in 3rd ed, are there any?

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.
Go to the top of the page
 
+Quote Post
Zazen
post Feb 2 2004, 06:47 PM
Post #6


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.
Go to the top of the page
 
+Quote Post
Ancient History
post Feb 2 2004, 06:49 PM
Post #7


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?
Go to the top of the page
 
+Quote Post
Gauvain
post Feb 2 2004, 06:50 PM
Post #8


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.
Go to the top of the page
 
+Quote Post
Reaver
post Feb 2 2004, 06:56 PM
Post #9


Moving Target
**

Group: Members
Posts: 518
Joined: 24-February 03
From: Tucson
Member No.: 4,153



QUOTE (Gauvain)
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.

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. ;)
Go to the top of the page
 
+Quote Post
moosegod
post Feb 2 2004, 07:45 PM
Post #10


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.
Go to the top of the page
 
+Quote Post
Grey
post Feb 2 2004, 07:51 PM
Post #11


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.
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Feb 2 2004, 07:58 PM
Post #12


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.
Go to the top of the page
 
+Quote Post
Reaver
post Feb 2 2004, 07:59 PM
Post #13


Moving Target
**

Group: Members
Posts: 518
Joined: 24-February 03
From: Tucson
Member No.: 4,153



QUOTE (Grey)
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.

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
Go to the top of the page
 
+Quote Post
John Campbell
post Feb 2 2004, 09:57 PM
Post #14


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.
Go to the top of the page
 
+Quote Post
Gauvain
post Feb 2 2004, 10:10 PM
Post #15


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?
Go to the top of the page
 
+Quote Post
John Campbell
post Feb 2 2004, 10:28 PM
Post #16


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.
Go to the top of the page
 
+Quote Post
mfb
post Feb 2 2004, 11:39 PM
Post #17


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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Feb 3 2004, 12:40 AM
Post #18


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
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Feb 3 2004, 01:18 AM
Post #19


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



QUOTE (Kagetenshi)
I want a Force 6 Debug spell.

~J

You can already get a form of spiritball that is restricted to bug spirits.
Go to the top of the page
 
+Quote Post
mfb
post Feb 3 2004, 06:24 AM
Post #20


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



groan.
Go to the top of the page
 
+Quote Post
L.D
post Feb 3 2004, 08:22 AM
Post #21


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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Feb 3 2004, 08:38 AM
Post #22


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Deck Naked!

~J
Go to the top of the page
 
+Quote Post
Nikoli
post Feb 3 2004, 02:28 PM
Post #23


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.
Go to the top of the page
 
+Quote Post
L.D
post Feb 3 2004, 02:55 PM
Post #24


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
Go to the top of the page
 
+Quote Post
Xirces
post Feb 3 2004, 05:00 PM
Post #25


Moving Target
**

Group: Members
Posts: 345
Joined: 10-February 03
From: Leeds, UK
Member No.: 4,046



QUOTE (Nikoli)
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.

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!)
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 29th March 2024 - 06:35 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.