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Decker on the run

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Richtenstahl

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« on: <04-08-16/1110:27> »
Hoi Chummers!

In our group we are restarting our SR. We got rid of a player, got another player(ess) in the group, and we build new charakters.
In the last season of our SR we tried to have no decker in the group, and delegated decker-tasks to NPCs. None of us really liked that. So in the new season I got to play the decker.
I'm ok with this, although not 100% happy. The thing is, I like to play action-charakters. So I'm thinking about a concept that I need some help with from experienced shadowrunners, since I don't know much about decking yet. Could't distinguish a deck from a donut...

I wonder if it is possible/viable to build a decker, that concentrates on decking skill that are needed "on the run". So no boringly writing my own programs or building my own deck, no decrypting some data-shit after the run, or even no matrix-searches. All of that to free up points/resources for action-skills/-'ware and stuff. So to speak a cyber-samurai with enough decking skills to, I don't know, open doors, hijack security-systems, get the data out of the protected host, and stuff like that.
Everything else could be delegated to NPCs.

So, what are the essential skills for that? Can you help me there, chummers?

Jack_Spade

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« Reply #1 on: <04-08-16/1140:55> »
What you describe is not easy to do - being a combat buff with lot's of cyberware usually cuts into what you can achieve with your decking.

Actually, this sounds like a job for an agent program.
Get a deck, get a Rating 6 Agent and you have Hacking, Cybercombat and Computer skills covered. All you have to do than is create direct connections that your agent can exploit.

That leaves you free to do all the other, more interesting stuff.


talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Hobbes

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« Reply #2 on: <04-08-16/1225:14> »
5th Edition ?  If you're going to play a hacker you've got to know the hacking rules, sorry.

You could try to play some flavor or Technomancer and hand off all the hacking to Sprites, but you'll need to learn how to TM in 5th edition.  It's not a road for the timid.

The other option is play some flavor of "Combat Decker" and hope the GM plays softball on the matrix stuff.  Or at least presumes the character is doing the "right stuff" even if you the player aren't saying the correct actions.

http://forums.shadowruntabletop.com/index.php?topic=23876.msg443312#msg443312   -- Decker w/Cyberarm

http://forums.shadowruntabletop.com/index.php?topic=23876.msg443320#msg443320 -- Combat Decker.

Those builds can "Do Runner Stuff" well and cover the Matrix actions, but you'll have to actually pay attention unfortunately. 

Ultimately, I'd advise against playing a hacker character if you don't want to play a hacker character though.  In 5th edition its a huge resource sink for a character.  It's like playing a Mage and not using magic.  YMMV.  Good luck.

drakir

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« Reply #3 on: <04-08-16/1239:34> »
Doing a Decker with pretty good combat capabilities is not that hard. Mundane or Adept both works fine. The hard part is if you want 3 passes consistently. Then you have to compromise and the deck will probably be a lot worse. In my experience Sum2ten helps, at least with the mundane versions.

But putting some numbers on a paper is not really the important part. I concur with Hobbes above. Most important is you having fun playing the character. Talk to GM and group. It might be best to continue as you did before.

I modified my decker to get wired reflexes and some other things to accomodate. Not as fast as a dedicated Sam but a really competent decker with a good deck. Still has the choice to get a cheaper deck and upgrade the Reflexes.

Priorities: Resource A, Attributes and Skills B, Meta and Magic E   (sum2ten)
Attributes: Bod 3, Agi 5(7), Rea 4(5), Cha 2, Int 5(6), Log 6(8 ), Wil 3, Edge 3, Initiative 11+2D6
Qualities: Biocompatibilty Cyber, Codeslinger, Perfect Time, Trust Fund 1, Bad Luck, Phobia, SINner
Augmentations: Cerebral Booster 2, Cerebellum Booster 1, Cyberdeck, Cyberears 2(2 antennaes, link, spectrum), 2 Datajacks, Alpha Muscle Replacement 2, Wired Reflexes 1, Smartlink
Skills:
13(15) Automatics 6 spec Assault Rifles
8(10)   Con 6 spec Fast Talk
3          Etiquette 1 (karma)
11        First Aid 3
7(9)     Perception 1 spec Visual
14        Computer 6
14(16) Hacking 6 spec Hosts
9(11)   Cybercombat 1 spec Personas
9(11)   Software spec Data Bombs
9          Hardware 1 (karma)
9          Electronic Warfare 1 (karma)
9          Demolitions 1 (karma)
8          Locksmith 1 (karma)
12       Sneaking 5 (Stealth Group)
12       Palming 5 (Stealth Group)
11       Disguise 5 (Stealth Group)
Gear: Microtronica Azteca 300 with programs, fake SIN rat 4, Weapons, ammo, Armor,  Jackrabbit, etc
« Last Edit: <04-08-16/1248:04> by drakir »

Beta

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« Reply #4 on: <04-08-16/1649:47> »
I think it depends a fair bit on what the expected dice pools and initiative in your group is.  If being capable in combat to you means consistently getting three passes and rolling 18 dice to attack, and the required decking is going to be at similar levels, then I think you have a problem.  On the other hand if you are comfortable with a couple of actions most of the time, and the hacking that needs to get done is mostly dealing with rating four or less devices, then you have a reasonable chance of pulling it off.  A few things that may work for you :

- cyber arm (for ~60k you can have a pretty kick ass (used) arm that will help you with pistols skill and lockpicking, and maybe even give you some armor.  Deckers generally have essence to spare, so it is almost a classic (arm agility at 8 or 9, throw in a smart link, and within the limits of what pistols can do you will actually be very good)
- Overclocker quality to help make up for mediocre deck stats, and Perfect Time quality to let you rearrange those attributes more often to likewise cover your weaknesses.
- If you are not looking to be an all-things decker, don't forget specializations -- Hacking (devices) can make the most of limited skill points if you are mostly trying to deal with locks and cameras.
- If your group doesn't make a lot of rolls, could possibly get away with weaker gear/skills but lots of edge?  Hacking tends to have a lot of rolls, but blitzing occasionally on initiative, pushing the edge to make that one shot really count in combat, etc.  Always a risky strategy, but you'll know your group best and how well that might work.