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Tymeaus Jalynsfe...
post Aug 22 2011, 10:12 PM
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QUOTE (Seerow @ Aug 22 2011, 03:11 PM) *
Well if he's an Artisan's Way adept with a Geas, and took the discount from The Way on IR3+IA: Pilot (I believe both of those are valid choices for that Way) then....

IR3=2 PP
IA: Pilot = .375 PP
IA: Automatics = .75 PP
Multitasking = .375 PP
Improved Sense Memory = .375 PP
--------
Total: 3.875, so 1.125 PP left to spend.


Makes Sense... Must have missed a Way Descriptor somewhere in there then...
Yep... Right there in the first post. Go Figure.
No worries. (IMG:style_emoticons/default/smile.gif)
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Sisetpasheri
post Aug 22 2011, 10:17 PM
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IR 3 with reduction is 3PP
Improve pilot 3 is .75 PP
Improved Automotive MECHANIC 2 is .5 PP
multitasking and imprved sense memory voth with reduction come to .75 PP

I have 6 magic and 1 PP left to spend

Well I have a severe allergy to clamfish perhaps improved sense taste isn't bad for .25PP and not die from sushi (IMG:style_emoticons/default/smile.gif)
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Seerow
post Aug 22 2011, 10:18 PM
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QUOTE (Tymeaus Jalynsfein @ Aug 22 2011, 11:12 PM) *
Makes Sense... Must have missed a Way Descriptor somewhere in there then...
No worries. (IMG:style_emoticons/default/smile.gif)


Yeah, I missed it at first too, but when he mentioned having a point left over, I went back and checked. I must say, it's REALLY nice to be able to get +3 init passes for only 2 PP.


As for other powers, if your group used the optional Logic instead of program rule, I'd recommend the boost logic power, but given you didn't mention that, that power is pretty much useless unless you want to be a badass mechanic. Maybe boost some more technical skills. I believe improved tech skill can be used for any tech skill, +3 to hacking to be that much better at spoofing others' drones, or +3 to electronic warfare to defend your own from being jammed and such better would be the first two things I'd consider as a dedicated rigger.


edit:
QUOTE
IR 3 with reduction is 3PP
Improve pilot 3 is .75 PP
Improved Automotive MECHANIC 2 is .5 PP
multitasking and imprved sense memory voth with reduction come to .75 PP

I have 6 magic and 1 PP left to spend


So you did bump magic up to 6? I could have sworn you said it was 5 before. And no geas, thought you mentioned you were picking that up? Also my bad for not catching you had automotive mechanic rather than automatics.


And I'd definitely apply the Way bonus to Improve Pilot 3 rather than multitasking or improved sense memory, since it has the higher point cost so you get a bigger discount on it.


So you go from what you listed to:

IR 3 with reduction is 3PP
Improve pilot 3 with reduction is .5625 PP
Improved Automotive MECHANIC 2 is .5 PP
Multitaskin is .5 PP
Improved Sense Memory with reduction is .375 PP

Giving you 4.9375. Apply a geas to each of those and you get:

IR 3 with reduction is 2PP
Improve pilot 3 with reduction is .375 PP
Improved Automotive MECHANIC 2 is .375 PP
Multitaskin is .375 PP
Improved Sense Memory with reduction is .25 PP

For a total of 3.375 PP. Leaving you almost half your PP still to play with boosting other things.
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Sisetpasheri
post Aug 22 2011, 10:21 PM
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Well i don't think our gm allows us taking gease to make specific powers cheaper.
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Seerow
post Aug 22 2011, 10:27 PM
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QUOTE (Sisetpasheri @ Aug 22 2011, 11:21 PM) *
Well i don't think our gm allows us taking gease to make specific powers cheaper.


Yeah I just checked and it was Xenefungus who mentioned the geas, not you. Sorry bout the confusion. It's definitely worth asking the GM about though, because in general most adept powers are pretty radically overpriced, the geas gets them to about where they should be.


The previous advice of using the remaining PP to boost a computer related tech skill such as hacking or electronic warfare still stands.
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Bodak
post Aug 22 2011, 11:08 PM
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QUOTE (Sisetpasheri @ Aug 23 2011, 08:17 AM) *
I have 6 magic and 1 PP left to spend
It just so happens that Heightened Concentration is 1 Power Point. Being able to disregard one situational dice pool penalty of up to 6 (provided you've got the action required to activate the power) is not to be underestimated.
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CrowOfPyke
post Aug 22 2011, 11:35 PM
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QUOTE (Sisetpasheri @ Aug 22 2011, 03:50 AM) *
Guys, (and Galls)

I made a way of the artisan adept driver

I got 6 pilot skill + 5 reaction + 3 from impr ability pilot ground craft = 14 dice

I was wondering how well this competes with other riggers out there and how i could improve (without losing essence to cyber or bioware)


Shall I assume that your Commlink will have a Control Rig adaptation in it? Otherwise how are you controlling those drones without a Control Rig in yer' noggin'?
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Seerow
post Aug 22 2011, 11:37 PM
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QUOTE (CrowOfPyke @ Aug 23 2011, 12:35 AM) *
Shall I assume that your Commlink will have a Control Rig adaptation in it? Otherwise how are you controlling those drones without a Control Rig in yer' noggin'?


Wait you can put that on your commlink without needing to spend essence on it?
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Sisetpasheri
post Aug 22 2011, 11:46 PM
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I was planning on just being a driver, drones meh, and can you put a control rig in a commlink ?

If that's the case i need to get me one of those fancy commlinks from WAR (IMG:style_emoticons/default/wink.gif)
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CrowOfPyke
post Aug 23 2011, 12:20 AM
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QUOTE (Seerow @ Aug 22 2011, 03:37 PM) *
Wait you can put that on your commlink without needing to spend essence on it?


No... not in essence (no pun intended based on thread subject). Drones can be accessed through the Matrix, just like any other device, page 244 of SR4A: "Drones are devices, and like all devices each has its own node in the Matrix. Some forms of control and rigging actions (p. 245) require you to be subscribed to this node in order to function, and some do not; this will be specified in the description of the control method or action." A control rig (page 338 SR4A) just gives you +2 to your dice pool on all Vehicle skill tests, which it does by making you fully "jumped into" via a full Virtual Reality (VR) connection. You can achieve the SAME THING by using a Hot Sim in your Commlink (+2 to **all** VR actions, which actually means it is superior to a Control Rig). You are still vulnerable to attacks and hits on your Biofeedback Filter, just like someone "jumped in" through a Control Rig.

So yes, you can achieve the same effect through your Commlink by using a Hot Sim, it is just technically not a Control Rig. No reason to lose Essence if your route is Physical Adept.

Reaction=7 (7 from Exceptional Attribute Quality)
Improved Reflexes +2 (From spending 2.5 magic on the Adept power - 9 Reaction is your Augmented Maximum)
Pilot Ground Vehicle=6
(Vehicle Specialization) +2
Commlink HotSim +2
Improved Ability +4 [From spending 1 pt of Magic - your max is +4 because your base rating for the spec vehicle is 8]

23 dice pool with that one type of vehicle/drone. Any general vehicle that is not your spec vehicle type would fall to 20 dice pool.

After all that you still have 2.5 magic points left over, assuming that you are not a fool and maxed your Magic rating to 6 at the start during Creation. Also max out your Edge to 6 (or 7) during Creation and use it to pull off crazy-ass maneuvers.


That right there, is pretty damned good. Hmmmmmm... Now that I work through all that math and work out the details... that is one HELLUVA good character. Me thinks me likey my own design.... LOL....
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Seerow
post Aug 23 2011, 12:30 AM
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QUOTE (CrowOfPyke @ Aug 23 2011, 12:20 AM) *
No... not in essence (no pun intended based on thread subject). Drones can be accessed through the Matrix, just like any other device, page 244 of SR4A: "Drones are devices, and like all devices each has its own node in the Matrix. Some forms of control and rigging actions (p. 245) require you to be subscribed to this node in order to function, and some do not; this will be specified in the description of the control method or action." A control rig (page 338 SR4A) just gives you +2 to your dice pool on all Vehicle skill tests, which it does by making you fully "jumped into" via a full Virtual Reality (VR) connection. You can achieve the SAME THING by using a Hot Sim in your Commlink (+2 to **all** VR actions, which actually means it is superior to a Control Rig). You are still vulnerable to attacks and hits on your Biofeedback Filter, just like someone "jumped in" through a Control Rig.

So yes, you can achieve the same effect through your Commlink by using a Hot Sim, it is just technically not a Control Rig. No reason to lose Essence if your route is Physical Adept.

Reaction=7 (7 from Exceptional Attribute Quality)
Improved Reflexes +2 (From spending 2.5 magic on the Adept power - 9 Reaction is your Augmented Maximum)
Pilot Ground Vehicle=6
(Vehicle Specialization) +2
Commlink HotSim +2
Improved Ability +4 [From spending 1 pt of Magic - your max is +4 because your base rating for the spec vehicle is 8]

23 dice pool with that one type of vehicle/drone. Any general vehicle that is not your spec vehicle type would fall to 20 dice pool.

After all that you still have 2.5 magic points left over, assuming that you are not a fool and maxed your Magic rating to 6 at the start during Creation. Also max out your Edge to 6 (or 7) during Creation and use it to pull off crazy-ass maneuvers.


That right there, is pretty damned good. Hmmmmmm... Now that I work through all that math and work out the details... that is one HELLUVA good character. Me thinks me likey my own design.... LOL....


1) I was under the impression that the bonus from hot sim and the control rig stacked. I haven't seen anything that indicates that they don't.
2) When you are in VR and jumped into a drone piloting it, you use Response instead of Reaction. So you probably have a 5 (or 6 with restricted gear, cause rating 6 system is apparently above 12 availability)
3) Improved Ability doesn't take your specialization into account for that. You don't get to go above +3 just because you are specialized.

On a related note, the biggest benefit you're missing from no cyberware is the lack of a simsense booster, which gets you that 4th initiative pass. (Speaking of, anyone know offhand what it is that gets you 5 passes? I see it referenced often but can never remember what else boosts it)
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Yerameyahu
post Aug 23 2011, 01:47 AM
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Hot and Rig do stack. You might not really *need* both, of course.

It's the Simsense 'Accelerator', IIRC. More passes is always great, of course, but it's diminishing returns after 3. That's often plenty.
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Seerow
post Aug 23 2011, 02:19 AM
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QUOTE (Yerameyahu @ Aug 23 2011, 01:47 AM) *
Hot and Rig do stack. You might not really *need* both, of course.

It's the Simsense 'Accelerator', IIRC. More passes is always great, of course, but it's diminishing returns after 3. That's often plenty.


Yeah, but piloting a drone eats up one pass, so you generally want at least one or the other. After looking up the Accelerator, I understand why I couldn't find it, I was looking for cyber/bio, turns out it's a commlink upgrade. And outside starting availability besides.
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Yerameyahu
post Aug 23 2011, 02:29 AM
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You're right. I'm just saying that getting to 3 is easy and probably plenty for 'normals'. 4/5 are great, but cost a lot more; specialists.
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KarmaInferno
post Aug 23 2011, 04:56 AM
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Don't forget the Improved Ability: Gunnery adept power.

By the books, it's a non-combat skill, so the P cost is cheap. Some GMs consider it a combat skill and houserule it to cost PP as such,though.

It is trivially easy for a rigger to get obscene amounts of Gunnery dice even without it, though.

Also: Tacnet. Invest in it. With a couple of fly-spy drones following you around you can pretty much always guarantee at least a TacNet 3 running, if only for you and your yehicles.

Don't discount drones. With them riggers can be nearly a one-man shadowrun team. Even just a couple of them can mean heavy weapon backup on command. The microdrones make for great scouts and infiltration units.




-k
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CrowOfPyke
post Aug 23 2011, 05:02 PM
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QUOTE (Seerow @ Aug 22 2011, 04:30 PM) *
1) I was under the impression that the bonus from hot sim and the control rig stacked. I haven't seen anything that indicates that they don't.
2) When you are in VR and jumped into a drone piloting it, you use Response instead of Reaction. So you probably have a 5 (or 6 with restricted gear, cause rating 6 system is apparently above 12 availability)
3) Improved Ability doesn't take your specialization into account for that. You don't get to go above +3 just because you are specialized.

On a related note, the biggest benefit you're missing from no cyberware is the lack of a simsense booster, which gets you that 4th initiative pass. (Speaking of, anyone know offhand what it is that gets you 5 passes? I see it referenced often but can never remember what else boosts it)


While "jumped in" the Control Rig and the Hot Sim do stack. However, you do not get the bonus from the Control Rig any time you are not "jumped in" to the drone in question. The Hot Sim is "always on". And if you are making a Physical Adept Rigger, there is really no need for the Control Rig - it is not worth the .5 Essence cost for this kind of character.

As for the Response limit of 5 during creation, where is that? I can't seem to find it. Thanks!
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Seerow
post Aug 23 2011, 05:11 PM
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QUOTE (CrowOfPyke @ Aug 23 2011, 05:02 PM) *
As for the Response limit of 5 during creation, where is that? I can't seem to find it. Thanks!



That was actually a mistake on my part. I was apparently looking at the availability on matrix attributes for a nexus, which apparently scale up much faster than for a commlink.
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Mardrax
post Aug 23 2011, 05:16 PM
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QUOTE (CrowOfPyke @ Aug 23 2011, 07:02 PM) *
As for the Response limit of 5 during creation, where is that? I can't seem to find it. Thanks!

You just need Restricted Gear for it, as Response 6 upgrade is availability 16.
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CrowOfPyke
post Aug 23 2011, 08:40 PM
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QUOTE (Mardrax @ Aug 23 2011, 09:16 AM) *
You just need Restricted Gear for it, as Response 6 upgrade is availability 16.


Is this Response upgrade information for drones in Unwired? Augmentation? SR4A?

Thanks!
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Mardrax
post Aug 23 2011, 08:52 PM
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QUOTE (CrowOfPyke @ Aug 23 2011, 10:40 PM) *
Is this Response upgrade information for drones in Unwired? Augmentation? SR4A?

SR4A, in the section of the Matrix chapter about Device attributes.
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Sisetpasheri
post Aug 24 2011, 04:35 AM
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Well I don't need a simsense booster to get a 4th initiative pass because i heve improved reflexes on 3 wwivh gives me 4 initiative passes anyay.
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Yerameyahu
post Aug 24 2011, 04:39 AM
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Only in AR, and we've been talking about VR. The reason being that's a huge PP investment for a 'non-combat' character. Certainly AR-hackers exist, of course.
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Sisetpasheri
post Aug 24 2011, 04:58 AM
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Yeazh well the whol reason I made him like this is because we allready have a hacker in the team and I didn't want to mess with het schtick. So im gonne be a driver who actually uses a steering wheel *gasp*
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Deadman Trigger
post Aug 24 2011, 09:10 PM
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I just went through this same thought process on a character I am playing now. The Adept is the way to go if you are just a world class driver with some really good combat skills aka Jason Stratham in Transporter. However if you are talking about traditional rigger piloting and running multiple drones and vehicles you wouldn't stand a chance against a regular cyber rigger. Other than a 20+ dice pool for driving what other rolls are you trying to fill for your team? Because vehicle combat usually doesn't happen that often. Also just to set the record straight if you go the hot sim VR route your reaction is replaced by vehicle response in your dice pool. The response for regular vehicles is 3 can only upgraded to a max two more making it 5. There is a one slot mod called modular electronics in a supplement on dumpshock that allows you to upgrade all you want which is a must have. Also there are plug in Response enhancers in Unwired. Also if you are using vehicle weapons be sure to upgrade sensor to 6 as that is part of your gunnery dice pool.
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Sisetpasheri
post Aug 25 2011, 04:50 AM
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Well I guess that would be the best comparison, Jason Statham in Transporter, world class driver, pistolier and unarmed
Allthough i dont have unarmed skill yet lol
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