Difference between revisions of "So You Want To Be A Decker"
Jump to navigation
Jump to search
Line 1: | Line 1: | ||
>Pweese don't use this guide UwU - mudge | >Pweese don't use this guide UwU - mudge | ||
[[Media:Greesed_Lighting.pdf | [[Media:Greesed_Lighting.pdf|I'll be using the PDF baked into this sentence for this tutorial, open it in a new tab if you want to follow along]] | ||
Welcome to Decker 101 | |||
The decker is typically a key element to any team of runners. They deal with matrix threats, can often be a vital part of legwork, and can provide support in other areas like combat. In this guide, I will be showing you how to make your own. | |||
Attributes- | |||
Physical attributes are often not needed unless you want to spec into something more front line, like a street sam/decker, in this example, all base physical attributes are at 2. Mental attributes are the real focus here, the main three being LOG, INT, and WIL in order from most to least importance. |
Revision as of 05:02, 2 March 2019
>Pweese don't use this guide UwU - mudge
Welcome to Decker 101
The decker is typically a key element to any team of runners. They deal with matrix threats, can often be a vital part of legwork, and can provide support in other areas like combat. In this guide, I will be showing you how to make your own.
Attributes-
Physical attributes are often not needed unless you want to spec into something more front line, like a street sam/decker, in this example, all base physical attributes are at 2. Mental attributes are the real focus here, the main three being LOG, INT, and WIL in order from most to least importance.