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[SR 5] Pepperface, Heavily Cybered Decker

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FasterN8

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« Reply #30 on: <04-13-16/2312:38> »
I like the Little Hornet from Data Trails, but I don't mind the micromanaging and I don't take the Cybercombat skill so I'm never trying to juggle 4 stats, usually just leave the second highest in Firewall, Highest in Sleaze, and bounce the Sleaze and Data Processing around depending on the action I'm doing that turn.  Attack gets a 1, if I need to crack file protection I'll swap into Attack, but that is really the only time.  The Second highest number just always stays in Firewall.

The 300, IMO, is a lot of Deck.  Especially with Overclocker, programs, and Perfect Time.  ....

And also, Smoke and Mirrors is essentially, broken.  ....

       I couldn't agree more.  I really think Smoke and Mirrors was originally intended to only resist matrix perception, but somehow it got changed in editing.  I also think the noise from it should affect a PAN generally instead of "any test performed with the deck".   But that's what the text says... <sigh>

    As far as the deck goes, you're spot on again.  Some guys will claim you need crazy expensive decks to call yourself a Decker but it just isn't true.  My only missions character is built around being a good enough Decker for 95% of the challenges that missions will present and I settled on a different R2 deck, the Hermes Chariot.  Even without Smoke and mirrors you can hit a 9 sleaze, and since I'm not at 18 dice yet, I saved the extra cash and gave myself a useful secondary role.  I seriously considered the Little Hornet, but the other R2 decks appealed to me and will get me just a little closer to the next tier down the road if I ever get enough dice to need a deck upgrade.

Hobbes

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« Reply #31 on: <04-13-16/2349:08> »
I'd almost agree with that, Hobbes, if the coprocessor wasn't so darned cheap. If you've got 4d6 physical initiative, sure, skip it, but if not and you ever need that +2 dice and +5d6 initiative and the cost is going full rag doll, at least have the option for maximum initiative.

Especially since decks can have two modules, if desired.

Module w/Program Carrier = +1 to a Matrix Attribute full time vs. extra initiative when Limp Noodle.  AR hacking is where its at.  Hack stuff, shoot things.  VR is for the weenies in the van   :   ) 

Obviously YMMV, but I just don't see the point to VR, ever.  I've yet to have one of my players even bother except during Legwork phase and they can flop around in the back seat of someone's car.  Most runs the hacker is either sneaking, shooting or running the whole time.  Or crawling.  There was one run with a lot of crawling...

Herr Brackhaus

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« Reply #32 on: <04-14-16/0025:01> »
You can have both the program carrier AND the coprocessor; best of both worlds!

FasterN8

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« Reply #33 on: <04-14-16/0125:16> »
I'd almost agree with that, Hobbes, if the coprocessor wasn't so darned cheap. If you've got 4d6 physical initiative, sure, skip it, but if not and you ever need that +2 dice and +5d6 initiative and the cost is going full rag doll, at least have the option for maximum initiative.

Especially since decks can have two modules, if desired.

Module w/Program Carrier = +1 to a Matrix Attribute full time vs. extra initiative when Limp Noodle.  AR hacking is where its at.  Hack stuff, shoot things.  VR is for the weenies in the van   :   ) 

Obviously YMMV, but I just don't see the point to VR, ever.  I've yet to have one of my players even bother except during Legwork phase and they can flop around in the back seat of someone's car.  Most runs the hacker is either sneaking, shooting or running the whole time.  Or crawling.  There was one run with a lot of crawling...

        I always hated that the best way to hack was to drool on the linoleum while the rest of the team did awesome ninja stuff in realspace.  In my home home I allow a piece of cyber that lets a decker go VR and still control his body to a limited extent.  Not entirely unlike a jumped-in rigger on a motorcycle or a (rigged) synthlink musician, who are both half-in, half-out of VR.  Not a critical piece of 'ware, but an option that lets them walk around with the team while still retaining the VR bonus (but with stiff penalties to realspace actions).  You can still switch to AR easily if you want to shoot and stuff, but it makes the VR option more viable on the fly.

Herr Brackhaus

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« Reply #34 on: <04-14-16/0642:07> »
FasterN8
Interestingly, previous editions had a "RAS override" that let you still control your meatspace body while in VR, albeit with a hefty penalty. It meant you didn't go full ragdoll in VR, though, and the penalty was mostly to actions not movement.

Interestingly, I don't think the writers knew what a reticular activation system really is, but they went with it anyway. Still, I'd easily houserule that back into SR5 at my table, and I wish they'd bring it back so it was missions legal too.

In theory, it already exists because any time you slot a simsense chip and retain control of your body, such as with a Personafix chip, you're technically using the same RAS override from previous editions.

But to be fair, deckers going ragdoll is the Matrix equivalent of the magician astrally projecting.

FasterN8

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« Reply #35 on: <04-14-16/1005:56> »
FasterN8
Interestingly, previous editions had a "RAS override" that let you still control your meatspace body while in VR, albeit with a hefty penalty. ...
But to be fair, deckers going ragdoll is the Matrix equivalent of the magician astrally projecting.

Iirc, the penalty was something like -6 for physical actions and perception. My custom 'ware isn't quite that onerous because the system is not shedding sensory and motor nerve impulses like the RAS override did, it's capturing them like a control rig or a Sim rig (notice the common "Rig" moniker?) So you can control your body via remote control and use senses likes a drone, you just don't have autosofts or autopilot and you're penalized so you're not even as good as a real drone.  BUT you get to walk around behind the Sam instead of running to catch up after each VR nap you take behind enemy lines.  I never found a great name for it, so maybe VR Rig? Puppet Rig?  Meat Rig?  Anyway...

The analogy to astral projection is certainly apt but hacking (and the bonuses is required for the high end) is usually far more critical and integral to the Shadowrun in my experience.  Astral projection is very nice, but often optional or can be handled by spirits.  Hacking seems to be more sorely missed than projection when it's missing at my tables.