Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Slamm-O! on <03-25-16/1523:41>
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I'm attempting to create a viable 'Jack of All' character and want to include skillswires to the equation. What is a viable way to do such ? I am using the core 5E rules for skillswires ~ Mr. Hardy has stated that the Chrome Flesh version is a misprint to the fine chaps at Herolab.
I can take the Renraku Tradejack system for rating 4 at Chargen. Get the ever useful Biocompatibility (Cyberware) ... and what else ? Go autoinjector with a jazz / dsmo mix for initiative ? Then grab Drug Tolerant and Nephritic Screen to keep the itch away ?
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You can kill 2 birds with one stone and go Move by Wire 2 w/Skilljack 4 (chipjacks optional).
Takes care of Initiative and skillwires.
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I'd consider mbw 3.
Instant expert in any field, fast as greased lightning.
You'll need restricted gear quality but worth it IMHO.
Heck you might consider front line mind, used. It's an excellent essence reduction ;-)
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Front lined whosit ? What book is that from ?
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Restricted gear for Move-By-Wire 3 is a double-edged sword, but might be worth it. With a rating 6 skilljack to go with it, you're already almost out of essence and you've blown a lot of cash, but you've got about the best skillsoft system you can ask for, and you've got some really good initiative. Though between the essence loss and the -3 social limit for MBW3, you're pretty much giving up on the social side of your flexibility. You can upgrade your subscription later, and start with a few key rating 6 activesofts. Datajack for noise reduction, to keep your wireless from being blocked. Maybe multiple datajacks, if your GM rules they stack and you can spare the essence. May even want to wait until in-game, since betaware datajacks aren't a particularly difficult thing to get, even if you're getting several. Probably best to get as many as you can with what essence you have left. Otherwise, enough jamming renders your core concept useless.
You'll want some awesome Intuition and Willpower, with the best commlink you can get and any means possible to boost your firewall, or a good decker/technomancer watching your back, because you're going to be shouting on the matrix, and if an enemy decker bricks your move-by-wire? At best interpretation, you are now barely competent. Fortunately, I don't see the issue I see with bricked wired reflexes, where the GM has legitimate grounds to say, "Your spine just got bricked. You can no longer move." (Which is half the reason I will never, EVER wirelessly enable wired reflexes. Or more than one cybereye, for that matter.) MBW seems to be purely external stimulus, so that if it's bricked, your nervous system is still intact.
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Move by Wire doesn't need wireless to function and neither does skilljacks so I',m not sure what your talking about.
If you a worried about subscription- yeah you need wireless to swap out activesofts since you can't have more than one downloaded at a time. However, once downloaded- it doesn't need wireless either.
As far as ess... take meta E Human(1) and magic D Adept....go with Restricted gear to get M-B-W and Burnout's Way to get all ware at .8*normal ess cost. You can fit 6.2 ess worth of ware and still have Max MR 1.
With M-B-W you don't need much karma for skills so might as well use it for magic. Additionally, biocompatability[cyber] can let you fit in at least .6 more ess worth of cyberware.
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I would stick with Alphagrade M-B-W 2 + Biocomp, this leaves plenty of room for future upgrades with other ware and isn't terribly expensive.
If you want to go Jack of all trades, you still need to distinguish between core disciplines (bought with Karma) and others, since you can't get specialisations for Skillwireskills. So, chances are high you won't be needing the Skill at 6 anyways.
Using the Essence and Nuyen saved from investing into the third grade of MBW and getting a used muscle toner r3 with it, is probably more sensible.
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Move by Wire doesn't need wireless to function and neither does skilljacks so I',m not sure what your talking about.
If you a worried about subscription- yeah you need wireless to swap out activesofts since you can't have more than one downloaded at a time. However, once downloaded- it doesn't need wireless either.
I'm specifically talking about the subscription, yes.
And you don't just need wireless to swap out skills; you need it to use them. They talk about how the subscriptions work on Chrome Flesh, page 78.
You do not download a local copy of the skillsoft. At all. That's an anti-piracy measure; rather, the skillsoft loads remotely on a node, and any action you take that would reference that skillsoft sends a request to that node, which sends data back.
Thus, any time you're using that subscription, which is the core conceit of this build, you must be wirelessly active, which makes means of matrix defense a high priority. At least, depending on the group, but from where I sit, it's entirely sensible for a decker/technomancer to look at an enemy team and say, "Okay, time to brick everything, starting with the big stuff."
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The issue with the MBW is the constant twitching wreak it makes you ~ and the massive eating of the essence for other augmented toys. How about a mix of a decker / technomancer with Skillwires to project it from being taken out by a rival decker ?
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So Front Line Mind is is in Boston Lockdown and looks like this:
Essence 4.5 / Avail 14/ cost $575,000
• Cerebral booster 2
• Commlink (Transys Avalon)
• Cyberears (Rating 1)
• Cybereyes (Rating 1)
• Datajack
• Mnemonic enhancer 2
• Muscle toner 2
• Reaction enhancers 2
• Simrig
• Skilljack 6
• Skillwires 6
• Wired reflexes 1
Get it "used" and you can fit into your toon at chargen for the low cost of 5.62 essence and $431,250.
You don't even need restricted gear this way.
You can't take any other augment, ever, but crap who needs it with that package?
Alternately MBW 3 with a skilljack rating 6 and chipjack rating 6 will cost you $331,000 and 4.72 essence (if you take biocomp and way of the burnout).
So lots of options ;-)
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Hm...
Could a sprite help when using skillwires via diagnostics? If so, that could be extremely useful to the build. If not, then I'd definitely pick decker between the two, since I don't like having Resonance and augmentation playing tug of war with my essence, and there will always be new chrome a build like this wants.
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I'd not worry about the twitching too much, a tremor damper will help you there.
The cha penalties are easily overcome with suits and whatnot.
If you decide to go technomancer you can jam a machine sprite in those skillwires/ mbw and add another 3-4 dice to your slotted skills so that can be a good option.
The issue with the MBW is the constant twitching wreak it makes you ~ and the massive eating of the essence for other augmented toys. How about a mix of a decker / technomancer with Skillwires to project it from being taken out by a rival decker ?
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Whether or not a machine sprite can do that will vary by GM to GM, which makes it a good question.
Another question is whether you could shove a machine sprite in your skillwire, while using it to operate another machine that you also shove a machine sprite into, and get the advantage of both?
And don't the cyberware packages like front line mind have some major drawbacks? Namely constantly squawking ads about what they are and being continuously wireless, without the option to turn it off?
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Diagnostics works like a teamwork test so you can only add as much dice as your skill (in this instance the rating of your wires).
So there's usually little benefit from putting a sprite in your wires and target machine/ device.
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Once that subscription goes up to rating six skillsofts it will. 3-4 plus 3-4 makes 6 most of the time.
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troo dat!
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Reading this really makes me miss SR1E Skillwires.
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The issue with the MBW is the constant twitching wreak it makes you
Just say you're a junkie, nobody will care. :P
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<snip>
And don't the cyberware packages like front line mind have some major drawbacks? Namely constantly squawking ads about what they are and being continuously wireless, without the option to turn it off?
The things in Lockdown are cybersutes: the drawback for cybersuites is they don't work with any other 'ware- not even a datajack.
The things in Chrome Flesh are augmentation bundles: the drawback is that wireless is always on and they constantly send out adverts. They can however work with other 'ware.
Two sets of writers went two different ways with the same initial concept.
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The things in Lockdown are cybersutes: the drawback for cybersuites is they don't work with any other 'ware- not even a datajack.
The things in Chrome Flesh are augmentation bundles: the drawback is that wireless is always on and they constantly send out adverts. They can however work with other 'ware.
Two sets of writers went two different ways with the same initial concept.
Oh, so they're for making NPCs quickly. Got it.
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Oh, so they're for making NPCs quickly. Got it.
Not necessarily. In-setting, they're things basically sold as a package together. A character could certainly have reasons for wanting or having them.
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Like putting reaction enhancers at rating 3 instead of 2 to screw new characters over
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For augmentation bundles, you apparently can get the wireless turned off, at "about a grand per item", by a street doc. I am annoyed that they stuck this in the shadowtalk, instead of the rules where it belongs. The bundles overall don't impress me a lot. The miniscule Essence savings will usually be offset by being stuck with unwanted or too low-rated individual augmentations.
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Like putting reaction enhancers at rating 3 instead of 2 to screw new characters over
No thats just classic 5e "editing"
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For augmentation bundles, you apparently can get the wireless turned off, at "about a grand per item", by a street doc. I am annoyed that they stuck this in the shadowtalk, instead of the rules where it belongs. The bundles overall don't impress me a lot. The miniscule Essence savings will usually be offset by being stuck with unwanted or too low-rated individual augmentations.
That's not a rule- the rules specifically state it's built into the hardware not the software and can't be undone.
Remember, not everything stated in shadowtalk is true.
However, the caveat as always, it's your home game and your GM can decide it any way he wants.
Personally, if I was GMing both augmentation bundles and cybersuites would follow the rules of cybersuites.
It's a value package that doesn't work with other cyberware.
Some of those bundles are good for starting characters...
Just save up a fortune nd when you are ready, rip it out and get your new ware.
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That's exactly why stuff like that shouldn't be in the shadowtalk, especially when it is a poster reacting to the text of a rule as if it were some online doc they are looking at.
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That's exactly why stuff like that shouldn't be in the shadowtalk, especially when it is a poster reacting to the text of a rule as if it were some online doc they are looking at.
No disagreement here.
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Doubly so since, even if it is hardware, it doesn't seem hard to fix. If nothing else, break whatever piece is squawking. Depending on the nature of the augmentations, even if you permanently disable wireless functionality, you should still be fine.
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Doubly so since, even if it is hardware, it doesn't seem hard to fix. If nothing else, break whatever piece is squawking. Depending on the nature of the augmentations, even if you permanently disable wireless functionality, you should still be fine.
Chrome Flesh p92: The wireless capability of these bundles cannot be turned off.
The cannot is italicized in the book for emphasis.
What part of cannot is not understood?
You guys make arguments as if RAW allowed you to work around this- it doesn't.
There is no valid rules argument in this case as the rule on wireless for these bundles (unlike a lot of rules) is unambiguous.
Which is why I added "If I was GM" to the "I'd treat augmentation bundles like cybersuites" because it would be personal preference and GM fiat, not RAW.
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I wasn't arguing rules. I'm just saying that the rule is silly in the context of the setting.
Even if there's a hardwired squawker in there, there's no adequately explained reason why, even if you can't electronically turn it off, you couldn't physically go in and break whatever components are squawking , even if it permanently disables all wireless functionality. This isn't a rules observation. It's the first thing most Shadowrunners would think to do to the equipment and the reason it wouldn't work is not adequately explained.
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Doubly so since, even if it is hardware, it doesn't seem hard to fix. If nothing else, break whatever piece is squawking. Depending on the nature of the augmentations, even if you permanently disable wireless functionality, you should still be fine.
Chrome Flesh p92: The wireless capability of these bundles cannot be turned off.
The cannot is italicized in the book for emphasis.
What part of cannot is not understood?
You guys make arguments as if RAW allowed you to work around this- it doesn't.
There is no valid rules argument in this case as the rule on wireless for these bundles (unlike a lot of rules) is unambiguous.
Which is why I added "If I was GM" to the "I'd treat augmentation bundles like cybersuites" because it would be personal preference and GM fiat, not RAW.
Except right under the thing you reference:
Keep in mind you can’t turn this wireless functionality off and, no, augmentation
bundles are never available as throwbacks.
This stuff is hardware, not software, coded-up RFID tags
that are beaming loud and proud. Too deep-set inside the
cybernetics themselves for a tag eraser to get to, you have
to have a decent cybertechnician open you up and root
the damn things out by hand. Most docs will charge about
a grand per item, give or take. Pays to have a tech who
owes you favors.
So RAW you can have a cyber bundle with wireless on with "The wireless capability of these bundles cannot be turned off." except then pay a cyber tech to root around and take the rfid tags off for about 1 grand an item, just like if you had to pay a cyber tech to root around your internal commlink to take out a cyber dongle.
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He saw that part, but it's shadowtalk, so he doesn't consider it RAW. I think it's a bit more ambiguous, but only because they misuse the shadowtalk, which should be the unreliable opinions of the shadowtalkers, not clarifications of the rules themselves. Unfortunately, this confusing approach seems to be a thing in this book. Under the reproductive replacement bioware, they have a shadowtalker posting:
"It should be noted that customization falls under the same header. Cost is half of a replacement, but boy oh boy is it worth it."
So if you want the equivalent of the Mr. Stud/Night Lady implant for your face, you pretty much have to rely on the shadowtalk.
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There is a difference between turning something off and having it deactivated. Sure it is a grey area but if they want to pay to have it done I really don't see the problem. As for questions of RAW regarding stuff mentioned in the shadowtalk section it's not like they haven't been mixing fluff and rules constantly throughout the whole series of books this edition. It's like a Reese's Peanut Butter Cup commercial or something. ::)
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Anyone have any interesting Skillwire character builds they would like to share ? I assume A for attributes ~ B resources. Unless you want to make a Technomancer enhancing Skillwires.
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It depends on your build goals. The Technomancer Move by Wire build is "All the skills at useful Dice Pools." From there it's all down hill honestly.
About the next best thing I've ever been able to figure out with Skillwires is to get all the secondary skills via 'wires. Skills that are normally Un-oppossed or Secondary skills. Gymnastics, Driving, Palming, Locksmith, Hardware, Armorer and so on. Stuff you only need 3 or 4 dice in, and wouldn't normally be throwing Edge at. It's essentially a normal cyber'd build for the Archtype but with Skillwires! The benefit is you can likely drop skills down a notch and increase your Meta Priority for either more edge or to Dwarf it up. Works best for Samurai builds, but a Rigger or Decker could conceivably pull it off too.
I'll see if I can dig something up, but broadly A Resources, B Stats, C Meta, D Skills, E Magic for a Samurai build that is either 7 Edge (human) or an Orc or Dwarf, but still has a broad skill base and a fair amount of long term potential improvement via more Skillsofts.
Skillwires, sadly, don't do the Skill Monkey thing well. You'd think that would be what they're good at, but other than the mentioned Technomancer builds, the way to go with Skill Monkey is lots of stats and Lots of Edge. Skillwires or Lots of Skills is a really inefficient way of building a Skill Monkey build generally.
For Example:
== Info ==
Street Name: Dwarf Juicer
Name: Unnamed Character
Movement: 18/36
Karma: 11
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Dwarf
Composure: 6
Judge Intentions: 7
Lift/Carry: 11 (90 kg/60 kg)
Memory: 9
Nuyen: 1425
== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: D - 22 Skills/0 Skill Groups
Resources: A - 450,000¥
== Attributes ==
BOD: 5
AGI: 6 (9)
REA: 4 (6)
STR: 3 (6)
CHA: 1
INT: 5 (6)
LOG: 4
WIL: 5
EDG: 3 (+1 from Karma)
== Derived Attributes ==
Essence: 0.08
Initiative: 9 (12) + 1d6
Rigger Initiative: 12 + 1d6
Astral Initiative:
Matrix AR Initiative: 12 + 1d6
Matrix Cold Initiative: 6 + DP + 3d6
Matrix Hot Initiative: 6 + DP + 4d6
Physical Damage Track: 11
Stun Damage Track: 11
== Limits ==
Physical: 8
Mental: 7
Social: 3
Securetech PPP: Arms Kit [-1] (Must be visible)
Securetech PPP: Arms Kit [-1] (Must be visible)
Vashon Island: Sleeping Tiger [+1] (Must be visible)
Astral: 7
== Active Skills ==
Automatics : 6 [Assault Rifles] Pool: 16 (18)
Palming : 1 [Legerdemain] Pool: 10 (12)
Perception : 6 Pool: 12
Pilot Ground Craft : 1 (+1 from Karma) Pool: 7
Sneaking : 6 [Urban] Pool: 18 (20)
== Knowledge Skills ==
== Qualities ==
Allergy (Uncommon, Mild) (Uncommon place holder)
Biocompatability (Cyberware)
Catlike
Distinctive Style
Prejudiced (Specific, Outspoken) (Specific Place holder)
Resistance to Pathogens/Toxins
Thermographic Vision
Weak Immune System
== Lifestyles ==
low 1 months
== Cyberware/Bioware ==
Bilateral Coordination Co-processor
Cerebellum Booster Rating 1
Datajack
Muscle Replacement Rating 3
Narco
Reaction Enhancers Rating 2
Reflex Recorder (Skill) (Automatics)
Reflex Recorder (Skill) (Sneaking)
Skilljack Rating 3
Skillwires Rating 3
Smartlink
== Armor ==
Full Body Armor: Helmet 3
Securetech PPP: Arms Kit 1
Securetech PPP: Arms Kit 1
Vashon Island: Sleeping Tiger 13
+Custom Fit
+Newest Model
+Ruthenium Polymer Coating 3
== Weapons ==
Grenade: Flash-Bang
Pool: 12 Accuracy: 8 DV: 10S (10m Radius) AP: -4 RC: 3
Grenade: Fragmentation
Pool: 12 Accuracy: 8 DV: 18P(f) (-1/m) AP: +5 RC: 3
Grenade: High Explosive
Pool: 12 Accuracy: 8 DV: 16P (-2/m) AP: -2 RC: 3
Grenade: Thermal Smoke
Pool: 12 Accuracy: 8 DV: (10m Radius) AP: - RC: 3
Remington Suppressor
+Concealed Quick-Draw Holster
+Custom Look
+Electronic Firing
+Personalized Grip
+Smartgun System, Internal
+Spare Clip
Pool: 16 Accuracy: 9 DV: 7P AP: -1 RC: 4
Ultimax Rain Forest Carbine
+Easy Breakdown (Unpowered)
+Electronic Firing
+Personalized Grip
+Silencer
+Sling
+Smartgun System, External
+Spare Clip
Pool: 16 (18) Accuracy: 8 DV: 11P AP: -2 RC: 4
Unarmed Attack
Pool: 8 Accuracy: 8 DV: 6S AP: - RC: 3
== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
+Electronic Parts, Five-Pack
+Stealth Dongle Rating 1
+Program Carrier [Virtual Machine]
+Sim Module
== Gear ==
Activesoft (Tracking) Rating 3
Activesoft (Heavy Weapons) Rating 3
Activesoft (Throwing Weapons) Rating 3
Activesoft (Gymnastics) Rating 3
Activesoft (Armorer) Rating 3
Activesoft (Hardware) Rating 3
Activesoft (Demolitions) Rating 3
Activesoft (Locksmith) Rating 3
Ammo: APDS (Machine Pistols) x20
Ammo: APDS (Assault Rifles) x20
Ammo: Subsonic (Machine Pistols) x20
Ammo: Subsonic (Assault Rifles) x20
Betameth x2
Commercial Explosive Rating 5 x12
Contacts Rating 3
+Low Light
+Flare Compensation
+Image Link
Cram x4
Crowbar
Detonator, Blasting Cap x8
Earbuds Rating 3
+Audio Enhancement Rating 3
Fake SIN (Pat) Rating 4
+Fake License (Driver's License) Rating 4
+Fake License (Concealed Carry Permit) Rating 4
+Fake License (Restricted Cyberware License) Rating 4
Gecko Tape Gloves
Grenade: Flash-Bang x2
Grenade: Fragmentation x3
Grenade: High Explosive x2
Grenade: Thermal Smoke x2
Kamikaze x5
Medkit Rating 3
Miniwelder
Monocle Rating 4
+Vision Magnification
+Vision Enhancement Rating 3
Nitro x2
Novacoke x4
Psyche x5
Subvocal Mic
Survival Kit
Tool Kit (Locksmith)
Tool Kit (Demolitions)
== Vehicles ==
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
Sikorsky-Bell Microskimmer (Microdrone)
+Sensor Array Rating 3
Yamaha Growler (Off-Road Bike)
+Sensor Array Rating 2
== Karma Expenses ==
== Nuyen Expenses ==
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Isn't the muscle replacement Availability 15 ?
What a very ODD character. How does he function ?
Drugs considered toxins ?
Bilateral ? He shooting and tossing grenades in the same turn ?
How long does it take a drug to activate ? Surprised no auto-injectors on him.
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Do you have any of the Technomancer builds ? I'd like to see what they've come up with. I have a strong distaste for Technomancers for some odd reason. Magic and the Matrix just don't jive with me.
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Re: Turning the wireless broadcasting off: The costs should pretty much eliminate the benefit that you get from the bundle's cost break. IE, buy everything separately at full price, or get a discount by getting them together but broadcast adspam. (Cutting out the adspam costs effectively what you save). ... that's why it required some operation and physical interaction, not, "Well, all cyberware just got cheaper, and, *tag eraser* done!"
For what it's worth.
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Do you have any of the Technomancer builds ? I'd like to see what they've come up with. I have a strong distaste for Technomancers for some odd reason. Magic and the Matrix just don't jive with me.
Resources A, Attributes B, Magic C, Metatype D, Skills E
Body 3, Strength 2, Agility 2, Reaction 2, Intuition 5, Logic 5, Willpower 6, Charisma 3
Take Biocompatability, Prototype Transhuman, Otaku to Technomancer
Software, Compiling, Registering all at 6
Nab Cerebral Enhancers 2, Cerebellum Enhancers 1, Mnemonic Enhancer, Sleep Regulator, Narco, Antennae x3, Datajack, Skill jack 6, Chip jack 6, Skill wires 4.
You have another 0.1 of Bio ware and 0.47 worth of other essence to fill if you so choose. If you want a more social bend, tailored pheromones are always good.
Take the lowest subscription to actives oft possible to get Knowledge [Anything] 1. Buy the rest of the activesofts straight up. Get a chill chip and the +1 Intuition Chip. Between those and psyche you can reach your augmentation max on Intuition and Logic.
Register some Level 4 Machine sprites. Put two in your skill wires with diagnostics. You can also or alternatively put them in your datajack, which will apply to all of your hacking rolls and your threading rolls.
Looking at 15 Dice on Hack on the Fly, 17 with Psyche. If you replace Otaku to Technomancer with Codeslinger to increase that pool by +2.
Did the shopping list off the top of my head, so it may be too much.
Scaling the shopping list back and getting drones is also a possibility, and probably my preference.
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Isn't the muscle replacement Availability 15 ?
What a very ODD character. How does he function ?
Drugs considered toxins ?
Bilateral ? He shooting and tossing grenades in the same turn ?
How long does it take a drug to activate ? Surprised no auto-injectors on him.
Used Muscle Replacement 3 is Availability 12, chummer doesn't display the quality of 'ware on the print out. Most of the drugs have a multiple hour duration, Cram and Psyche would be the "normal" buff for a 16 +2d6 Initiative and another +2 Logic, the rest are there for just in case options. Other than that it's a fairly standard Samurai build. Just a "For Example" of what you can do with Skillwires efficiently.
Essentially you've got a handful of stat points that could be moved around to whatever secondary focus you want and you can pick up a few skill softs to flesh out the focus with still only a "D" in Skills. I went with Logic on this build, but you could go Cha, or even Str if you picked up a melee skill with your organic skill points (that is why the Bi-lateral thingy is still in there). Dwarf or Orc have a fair amount of dice to resist Addiction tests so I went with the "Juicer" concept. If it was a Human build it would have 7 Edge for Blitzing.
You asked for a build that used skillwires well that wasn't a Technomancer. That would be a general example of "What can skillwires do well?" Flesh out a secondary skill set. They are actually decent for that.
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The issue with SR: Missions is they murdered Prototype Transhuman and altered the cost to 20. They didn't want tons of vatjobs running around.
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At 10 Karma Prototype Transhuman became a no-brainer to take on many characters along with Revels in Murder. Both were virtual auto-picks as written. I was surprised to see Hand Loaded Ammo make it in tbh.
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Narco gives you a -2 dice pool to any addiction tests where you are not yet addicted to the substance in question and a +2 modifier once you are addicted. Your dice pools are only ok for addiction tests even without the modifier so you are looking at picking up a lot of addictions for free if you use all those drugs too often. If it were me I'd go ahead and get some points at least for the drugs you are most likely to end up addicted to anyway.
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Off topic, but the RAW for Addiction is woefully exploitable by simply swapping to different combat boost cocktails every other run, or taking taking a couple weeks down time between runs. If using RAW then addiction tests should very rarely pop up. Mind you at some point a GM should just smack the player with the Book, but...
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That's a fair point. However, Nitro and Kamikaze are going to be an addiction test every time you use them so keep that in mind. Also, Nitro is both so that is two addiction rolls per test.
I guess it's because Kamikaze is my drug of choice when I'm building a combat juicer so I generally take addiction tests into account.
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No Nephritic Screen (6) for the Juicer ? Surprised. I'm working on one in Hero Lab right now.
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Cuts both ways for a juicer, but I'm running a drug happy face right now and regret not getting it. Turns out, an hour high on pharmaceutical grade eX followed by a fifteen minute crash sounds better than what I got. Even if a dose of cram does last all run.
Problem is, I don't see a "minimum one" clause. Does that mean duration can be zero, making some drugs useless?
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Nephritic Screen reduces the duration of the drugs effect. This can be a pretty serious downside depending on what you are using and what you're using it for. It's not a bad option but I'm just not a fan. Of course if you are a human with average stats it's still probably a lot more attractive option. I just don't play humans. ;D
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Nephritic Screen reduces the duration of the drugs effect
A huge negative for duration measured in days or rounds. Hours lost may be a problem, though there's usually a minimum in place. For all the durations measured in minutes, -6 barely makes a dent.
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Still not seeing the down side of taking Nephritic Screen, course if you take that take nacro also, seriously its not a downside at all then again I think all you people that take all those types of drugs that give unresisted stun damage when it wears off are crazy for doing so, so you get hit by a rifle round it doesnt do physical damage but knocks you out so now you gotta either get a stim patch on you to get up and running oh but you also took another drug that does another 6 unresisted damage so now when the drugs wear off your in overflow or worse, dead
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Nephritic screen four. Long haul no longer helps you.
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One thing to remember is that the penalty to your Social Limit is counteracted by the Wireless Bonus if you have your social skills chipped. I have a Ogre Rigger who has all his social skills chipped, which leaves him with a 5 social limit. Not great, but not really horrible for a non-face either. You can swap out chips for what will work in whatever situation you find yourself.
Of course, his con chip is the 'innocent schoolboy' chip, which looks strange on a 6'6" Ogre. So far he has been pretty effective. MBW2 Alpha and skilljack 4. He plays dumb, and has had some great fun with conning people. No-one expects a big ogre to be even halfway decent with Con. More than once I have smuggled people/stuff in his Roadmaster. It is covered with DOT warning stickers, has a licence to handle hazmat, and some green slime that smells awful that he cleans off with a squeegee when the cop wants to inspect his cargo. After three encounters I still haven't had a cop willing to climb in back and inspect it. :)
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don't forget you can put on a swanky jacket and get +3 social limit too.