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Skilljack vs Skill

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norskface

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« on: <04-09-14/1334:42> »
I used the search on this, but didnt find anything.

If I use a skilljack and I have a skill my self in this, do they work together like Reflex recorder or not?
I gues not, but actually it would be cool.

Cronstintein

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« Reply #1 on: <04-09-14/1338:31> »
"When a skill test is called for, the character may use the skillsoft rating in place of the skill" pg 442

Seems pretty clear-cut it's not additive.

JimmyCrisis

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« Reply #2 on: <04-09-14/1712:07> »
In my memory, they've never been additive through previous editions either.

Solarious

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« Reply #3 on: <04-10-14/0921:18> »
I'm playing a skillsofter character right now
You really do have to keep in mind that you are basically going to have 2 tracks that you are advancing skills on-
Your normal karma advancement and the one you boost with loot and it's really a waste to overlap them

When trying to figure out what skills to allocate where you have to think about the fact that while you are going to be able to buy crazy amounts of skillsofts and be able to do pretty much anything, this comes at the expense of not being able to use Edge or advance that skill passed 6 ever (and that's at the maximum wire upgrade)

And you also have to consider the math of how many ratings of skillsofts you can run compared to the actual sum of ratings of each program you have and NEED to run at that moment.

It really is a more layered and interesting character concept then it gets credit for.

I'm playing a more character driven game but if I were to optimize more I would keep your combat, athletics, hacking, ect. skills that you need to immediately push the limits on in the karma skills track.
And the ones that are primary to your character concept too for sure.

Use skillsofts for things like armorer of automechanics or forgery that you use on the offtime.
Or those you only need occasionally or only need a small pool to be marginally successful (like lockpick)
Or ones that you suddenly find you need right before a run

And also- never use karma on knowledge or language skill ever
Way cheaper to just slot it up

CanRay

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« Reply #4 on: <04-10-14/1607:19> »
They are not additive, you either use the skill you worked hard on learning, or the one you paid for.

Also, Skillwires are addictive.  ;D
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JackVII

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« Reply #5 on: <04-10-14/1616:34> »
Also, Skillwires are addictive.
Yup, although talk to your GM as it is totally undefined what type of addiction it is. Can make a big difference depending on character build.
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norskface

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« Reply #6 on: <04-10-14/1630:19> »
Ok thanks a lot.

But before starting another Threat with another stupid question, I just ask it short time here:
Does "Cultured Bioware" also have Alpha, Betta and Deltaware (I gues not used ones) or not?

JackVII

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« Reply #7 on: <04-10-14/1633:03> »
But before starting another Threat with another stupid question, I just ask it short time here: Does "Cultured Bioware" also have Alpha, Betta and Deltaware (I gues not used ones) or not?
I believe all bioware types have the four grade distinction (standard, alpha, beta, delta). I don't think the book explicitly mentions it, but devs and/or Missions folk have weighed in on the non-existence of Used Cultured Bioware (since it has to be tailored to the individual).
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The Wyrm Ouroboros

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« Reply #8 on: <04-11-14/0047:29> »
Actually, it used to be (maybe still is) that if you had skillwires, and if you had a skill chip, the skillwires and the chip would actually override your own innate skill in something - which is (was) important if you're going to be adding any pool dice, because with skillwires, you can't.  One snarky punishment for a chipped individual was to glue into their wires a low-level chip of an important skill - like the version of firearms they use the most, or unarmed combat, or whatever.  So when they grabbed your cybersamurai with his skillwires and his pistols 6 and SMG 5 and unarmed 5, they might glue in Unarmed 1, Pistols 1, and SMG 1 ... then let you try to escape.
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Michael Chandra

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« Reply #9 on: <04-11-14/0634:51> »
But before starting another Threat with another stupid question, I just ask it short time here: Does "Cultured Bioware" also have Alpha, Betta and Deltaware (I gues not used ones) or not?
I believe all bioware types have the four grade distinction (standard, alpha, beta, delta). I don't think the book explicitly mentions it, but devs and/or Missions folk have weighed in on the non-existence of Used Cultured Bioware (since it has to be tailored to the individual).
Been confirmed, yes. It has all grades except Used.
How am I not part of the forum?? O_O I am both active and angry!

Demon_Bob

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« Reply #10 on: <04-26-14/0002:02> »
Do I understand correctly that in order to use skill wires, you also need a skill jack?  It seems like that makes them really expensive. 

Is it possible to get basic bioware used?  Somehow used muscle toner just doesn't seem quite right. 

Namikaze

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« Reply #11 on: <04-26-14/0014:22> »
Do I understand correctly that in order to use skill wires, you also need a skill jack?  It seems like that makes them really expensive.

Indeed - and because of Availability, you can only get up to Rating 4 at creation.
Feel free to keep any karma you earned illicitly, it's on us.

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JackVII

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« Reply #12 on: <04-26-14/0022:39> »
Do I understand correctly that in order to use skill wires, you also need a skill jack?  It seems like that makes them really expensive.

Indeed - and because of Availability, you can only get up to Rating 4 at creation.
Yeah, capped at 4 for Used Skillwires. If you have the cash, get the R6 Skilljack though. You can run more skills at the same time that way.
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Xenon

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« Reply #13 on: <04-26-14/0355:22> »
also, you need skilljack but you don't need skillwires for knowsofts and linguasofts.

Taejix

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« Reply #14 on: <04-26-14/1257:13> »
Is it possible to get basic bioware used?  Somehow used muscle toner just doesn't seem quite right.
As far as I know it's possible.

Basic Bioware is just like Cyberware, you can cut it out of one person and stick it in another. There are issues with keeping it alive between removal and implanting it in whoever buys it, but those are also issues with any organ transplant, issues that have evidently been solved in the sixth world. Cultured Bioware is a little trickier, since it has to be custom made for whoever it's going to end up inside, but the basic stuff can be transplanted.