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[OOC] The Road to Redmond

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inca1980

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« Reply #60 on: <09-11-10/2131:21> »
@Fastjack
You're right, Kinesics makes it harder for others to judge your intentions, my bad.  That confused me so I thought you were including that bonus into your charisma somehow.  The dicepool is 12 either way so we don't have to reroll.  Besides, BB and Cynthia both got a good roll.  

FastJack

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Kontact

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« Reply #62 on: <09-12-10/2024:34> »
It also might do to remember that, outside of combat, with Increased Reflexes II and Multi-Tasking, B.B. can take 5 Observe in Detail actions per second with a Perception pool of 5 Int +2 Skill +1 Reflex recorder +1 Betel +3 Limbic Nanites +3 Vision/audio enhancements for a total regular pool of 15 dice.  Combine that with Analytics, and you're looking at some Sherlock Holmes biz right there.  I, uh, don't want to be rolling 15 dice every .2 seconds, but I do want to convey that fact in my actions and attitudes as a character.

inca1980

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« Reply #63 on: <09-12-10/2323:48> »
@Kontact
Wouldn't it be 3 observe in detail actions/sec?  If 1 combat turn is approximately 3 seconds, and you have 3 IP's, then that's 1 action phase/sec.  If you're not in the middle of combat, in 1 action phase you can take 2 free actions with multi-tasking and you can convert one of your simple actions into 1 free action, so you could take 3 free actions max per action phase....meaning 3 observe in details/sec.  I understand what you're saying though and you're doing a good job of conveying it :)

What I was saying before though about intuition based skills and attribute tests really was more along the lines of the difference between technologically enhanced mental abilities and natural or magically enhanced abilities.  In RAW there isn't too much difference, but in RAI there is the idea that technological enhancement of the mind can only go so far.  For example, if you are using skill wires....there should be a difference (mostly qualitatively...but on occasion even quantitatively) between the skill soft and the natural or super-natural analog.  For example if a guy with an unarmed combat 4 skill-soft goes up against a martial-artist with an unarmed combat of 4....as the GM I would introduce qualitative flare that reflects the difference between a canned martial arts technique and an actual professional fighter who can improvise and use strategy....and if the martial-artist scored a critical success or the skill-wire guy glitched, I might even interpret that as a the martial artist improvising a new technique, or adapting to the subtly "monotonous" technique the skill-wire guy is using and then introduce modifiers reflecting this.  The only technology which can reach the level of raw human intuition is AI in my opinion....and that's the cutting edge.  Nanites are also very cutting edge, but they are a far cry from true AI....that's why I feel the SR4e developers made it a point to say that Limbic amplifiers add their bonus to intuition based skills and didn't just say "it improves your intuition by the rating".  Logic and Reaction boosters I have an easier time of accepting because that does translate more into raw computing power of the brain or speed of the synapses which by 2072 i feel could be very well understood and mapped out....but intuition is more of that gut-level "what it means to be sentient".

« Last Edit: <09-13-10/0350:30> by inca1980 »

Kontact

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« Reply #64 on: <09-13-10/0234:37> »

For sure.  :) 
I know that one way the devs naturally kept artificial skills from having that "human" touch was prohibiting Edge use on skillwires tests.  In a heads up fight to the death with an equivalent opponent, Edge is, well, like it says on the tin.  ;D

Personally, I'm plenty happy that nanites add to linked skills since all the hacking actions are Logic based, but having a high logic score is meaningless. ¯\(°_o)/¯
A little extra juice on those preventative matrix actions like decrypt or analyze, or even data search, is a great boon.

BTW, For some reason I took the 2 free actions outside of combat to mean +2 free actions.  :-X  Pretty obvious that's not what they meant as I read it now.
Again, good calls all around.   8)

inca1980

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« Reply #65 on: <09-13-10/0556:11> »
Fake SIN's are just that..FAKE  :)  A valid SIN doesn't even have a rating.  I feel the rating on a SIN scanner is not so much the quality of the scanning device, but the thoroughness of the actual background checking process...you could have a really shitty scanner feed your fake SIN number to a very sofisticated background checking program on some nexus at a bank in another country with a lot of connections....and vice versa.  Imagine all the information a SIN contains attached to it...all the stuff needs to be cross referenced and then faked...it's a miracle SIN's can even be faked at all IMHO...thank god for hacker undergrounds.  
I would say a stuffer shack doesn't even verify your SIN at all....they just care if you got one and mostly you'd be paying with credstick so that the stuffer shacks bank doesn't run a scan on your SIN.  Fake SIN is there so when you go to an upscale corporate mall or something and then when you make a purchase with cred you have in a bank account  there'd be a verification step..probably max rating 2....think about it, that's a lot of resources checking all those databases.  I'd say KE has got a rating 3 verification system max.  Border crossings and/or AAA corporate territory would be rating 4-6. 
 
« Last Edit: <09-13-10/0608:02> by inca1980 »

Kontact

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« Reply #66 on: <09-13-10/0638:52> »
it's a miracle SIN's can even be faked at all IMHO...thank god for hacker undergrounds.

You ain't just whistling there, brother.  You ever seen the threshold for forging a fake SIN?  Rating x32 1 week.  You want a rating 6, it'll take you (and a massive team of others running teamwork tests with you) about a year to get one done.  If you're working by yourself, the sun will go nova before you finish one successfully if rolls are limited by DP.  Threshold of 192.  Madness.

inca1980

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« Reply #67 on: <09-13-10/1500:10> »
Don't you hate the Man... 8)

Sludig

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« Reply #68 on: <09-13-10/2328:57> »
Sooo tempting to crush Germaine's hopes of advancement. :D  Woofer really doesn't like this guy.

Kontact

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« Reply #69 on: <09-14-10/0332:13> »
By the way, do you mind if I roll to identify the drug, rather than just the smell?

If so, can I use my nanites on the roll since Street Knowledge is an Intuition-linked skill? So, 7 dice?

Btw, isn't Mercedes ex-Laesa?  That's weird that she can't recognize an awakend drug...
« Last Edit: <09-14-10/0334:20> by Kontact »

inca1980

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« Reply #70 on: <09-14-10/0433:59> »
None of you had any knowledge skills about drugs so i defaulted it and you guys didn't make it.  I would say you would have to have something in your mind to actually be able to recall if nanites are going to help you for a knowledge skill test...if you're defaulting then your using the random association part of your brain rather than established neural pathways which nanites are good at reinforcing.

FastJack

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« Reply #71 on: <09-14-10/0901:31> »
Mercedes isn't ex-Laésa, just knows some guys that are part of the group. Her street knowledge is focused more on Aztechnology due to her background with the corp.

Kontact

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« Reply #72 on: <09-14-10/1640:59> »
I would say you would have to have something in your mind to actually be able to recall if nanites are going to help you for a knowledge skill test...if you're defaulting then your using the random association part of your brain rather than established neural pathways which nanites are good at reinforcing.

Ah, word.  So like the Learning Stimulus nanites which lower karma cost for improving knowledge skills under the condition that you already have some knowledge of the topic.

Well, with the 4 dice from my Intuition minus defaulting, can I just buy a hit to identify the substance and its general effects (gets you high, you see magic things?)  I figure general knowledge should be able to tell me that much, rather than specific knowledge of its effects, after effects, average duration, means of cultivation, smuggling, street price and all the other things that someone truly familiar with it would know.

Basically, I would want to get an idea of what it is, then do a data search and look for possible side effects, finding the whole dual-natured thing is going to bring up the concept of wards and the problems that we're about to run into there.  Namely that a dual-natured being passing through a ward has to roll charisma+magic vs the ward's forcex2 or be knocked unconscious, filling their Stun Track all the way to the top.  Oh, and if they win the test against the ward, kablooey.  Ward goes down and magical alarms go off.

Walks Through Walls

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« Reply #73 on: <09-14-10/1709:55> »
Can't you "harmonize" with the ward to pass through it? Or is that only with a metamagic
"Walking through walls isn't tough..... if you know where the doors are."
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Kontact

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« Reply #74 on: <09-15-10/0041:12> »
Yeah, I think that takes Masking metamagic.  Looks like Mercedes didn't get enough dose to stay dual-natured long enough for that to be a problem though.  Good shake, that.
« Last Edit: <09-15-10/0116:03> by Kontact »

 

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