So You Want To Be A Decker

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>Pweese don't use this guide UwU - mudge

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.

Logic is used for your hacking skills, like hacking and computer

Intuition is used for certain matrix actions, and you resist some stuff with it

Willpower is used to resist matrix damage coming your way

Please note that because in the matrix, a single roll can mean instant failure, you may want a few points of edge

Skills

Your main skills will be either one of these:

Hacking - This is typically limited by Sleaze (SR5 227), and is how you hack into stuff without raising alarms

Cybercombat - This is typically limted by Attack (SR5 227), and is how you quickly break into devices while disregarding alarms

Your secondary skills may include one or more of the following:

Computer - This is what you roll for matrix perception (SR5 241), edit file (SR5 239), matrix search (SR5 241), and some actions found in Kill Code

Electronic warfare - This gives you stuff like the Jam Devices action (SR5 240), and you can substitute this for perception on sensors

Software - This only gives a couple of action, specifically Defuse Data Bomb (SR5 239) and Garbage in/Garbage out

Hardware - This lets you fix your own drones or cyberdeck, and is how you use Jack Out (SR5 240) when you are link locked