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Skillwires

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Rooks

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« Reply #30 on: <03-28-16/0920:50> »
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.
« Last Edit: <03-28-16/0925:09> by Rooks »

Glyph

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« Reply #31 on: <03-28-16/1053:28> »
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.

jim1701

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« Reply #32 on: <03-28-16/1310:15> »
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.   ::)

Slamm-O!

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« Reply #33 on: <03-30-16/1732:22> »
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. 
Mess with the best.  Die like the rest !

Hobbes

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« Reply #34 on: <03-30-16/1806:53> »
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 ==
« Last Edit: <03-30-16/2103:00> by Hobbes »

Slamm-O!

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« Reply #35 on: <03-31-16/0037:48> »
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.
Mess with the best.  Die like the rest !

Slamm-O!

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« Reply #36 on: <03-31-16/0040:06> »
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.
Mess with the best.  Die like the rest !

Wakshaani

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« Reply #37 on: <03-31-16/0157:58> »
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.

SoulGambit

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« Reply #38 on: <03-31-16/0816:03> »
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.

Hobbes

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« Reply #39 on: <03-31-16/1010:38> »
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.

Slamm-O!

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« Reply #40 on: <03-31-16/1057:50> »
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. 
Mess with the best.  Die like the rest !

Hobbes

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« Reply #41 on: <03-31-16/1238:13> »
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. 

jim1701

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« Reply #42 on: <03-31-16/1246:45> »
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. 

Hobbes

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« Reply #43 on: <03-31-16/1323:27> »
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...

jim1701

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« Reply #44 on: <03-31-16/1416:01> »
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.