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Tymeaus Jalynsfe...
post Jan 9 2013, 05:23 PM
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QUOTE (Lionhearted @ Jan 9 2013, 10:18 AM) *
At a glance it seem to be that edge would be fairly important for our unaugmented hero.
Especially for a generalist, let's you do what skillwires don't, nice for extra IPs in a pinch aswell.


It is indeed... Unfortunately, though the character started out with 6 Edge, I had to move it back as I expanded his skill selection. Not a problem as far as I was concerned, as I rarely have a Human character with higher than 2-3 Edge anyways. *shrug*
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X-Kalibur
post Jan 9 2013, 05:54 PM
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Didn't CanRay have a mundane, unaugmented (or mostly unaugmented) character that had 8 edge?
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_Pax._
post Jan 9 2013, 05:56 PM
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Luck-monkeys can be fun, in their own right. (IMG:style_emoticons/default/smile.gif)
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Tymeaus Jalynsfe...
post Jan 9 2013, 06:43 PM
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QUOTE (_Pax._ @ Jan 9 2013, 10:56 AM) *
Luck-monkeys can be fun, in their own right. (IMG:style_emoticons/default/smile.gif)


Indeed they can. We have one in our group...
Though he often spends Edge to Look Cool (pile up even MORE successes), even if he had already succeeded at his task prior to the Edge Expenditure. (IMG:style_emoticons/default/smile.gif)
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NiL_FisK_Urd
post Jan 9 2013, 08:44 PM
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QUOTE (Tymeaus Jalynsfein @ Jan 9 2013, 04:47 PM) *
The unaugmented character will have more areas of use than the Augmented character. Those augmentations do use resources that the Mundane can otherwise use for Skills. The question is one of scale, I guess. I have never managed to create an Augmented character with as many skills as the totally unaugmented character. I guess it could be done, I have just never quite accomplished that task. Something to look at I guess. (IMG:style_emoticons/default/smile.gif)

So, i created one using karmagen.

Human with all 3s [200K] except Edge 6 [90K]
Positive Qualities: Restricted Gear*2, Biocompatibility (Cyberware), Born Rich, First Impression [70K]
Negative Qualities: In Debt (30000), SINer (Standard) [-70K]
Ressources: 300.000nY [120K]
Augmentations:
Basic Bioware: (all used)
Suprathyroid Gland
Synthacardium R3
Muscle Toner R2
Muscle Augmentation R2
Tailored Pheromones R3
Enhanced Phermone Receptors R3
Cultured Bioware:
Mnemonic Enhancer R2
Cerebral Booster R2
Cyberware:
Control Rig (used alpha)
Attention Coprocessor 3 (used)
Move-by-Wire System Rating 2 (used alpha)
Left obvious Lower Leg (used) w/
-Nanohive 2
-Commlink
-Datajack
-Body Enhancement 1
-Strength Enhancement 3
-Agility Enhancement 3
Genetech:
PuSHeD
Dynomitan
Nanotech:
Limbic Nanites R3
Neocortical Nanites R3

25.900 nY left for other gear, 220 Karma left for (Knowledge) Skills, Contacts, higher stats
Stats:
BOD 3(4)
AGI 3(6)
STR 3(6)
REA 3((IMG:style_emoticons/default/cool.gif)
CHA 3
INT 3
LOG 3(5)
WIL 3
EDG 6
ESS 0,075
INIT 11
IP 3

+4 for all LOG-linked (+1 in stress)*
+4 for all INT-linked (+1 in stress)*
+3 for athlethics
+7 for all social tests in person
+3 for perception (+6 for smell)
+3 for all memory/knowledge/language skill tests

*fixed by a Focus Reality Amplifier
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Tymeaus Jalynsfe...
post Jan 9 2013, 08:51 PM
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And yet there are no Skills listed here.
The goal is to have as many skills as possible, with Augm,entation assistance.
If you only take Rank 1 Active Skills Skills (in Karma Gen), you have 55 SKills (220 Karma, no Knowledge Skills, no contacts, no further stat increases), but I am pretty sure you want additional SKill Levels over 1 for a lot of things. *shrug*

Good Start, though.
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Lionhearted
post Jan 9 2013, 08:57 PM
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Well he have skillwires and a datajack.
Chipped for any situation!
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_Pax._
post Jan 9 2013, 09:01 PM
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QUOTE (NiL_FisK_Urd @ Jan 9 2013, 03:44 PM) *
Augmentations:
Basic Bioware: (all used)
[...]
Cerebral Booster R2

Cerebral Booster is Cultured Bioware. And therefor, is not available Used.


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NiL_FisK_Urd
post Jan 9 2013, 09:07 PM
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If i take every non-magical, non technomancer skill group at 1, and every non-exotic (incl. pilot anthroform and pilot spacecraft) active skill at 1, i am at 34K left for Knowledge Skills and Contacts. But because the MBW2 functions as a skillwire R4, this is not neccessary, instead one should invest in a Warez Group Contact to pirate Activesofts in Game.

I would go with 2 in Firearms, Close Combat, Stealth, Influence, Electronics, Cracking, Perception and 1 in Athletics, Biotech, Mechanics, Intimidate, Demolitions and Chemisty. And 50K left for Contacts and Knowledge Skills.
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NiL_FisK_Urd
post Jan 9 2013, 09:08 PM
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QUOTE (_Pax._ @ Jan 9 2013, 10:01 PM) *
Cerebral Booster is Cultured Bioware. And therefor, is not available Used.

QUOTE (NiL_FisK_Urd @ Jan 9 2013, 09:44 PM) *
Basic Bioware: (all used)
Cultured Bioware:

Nuff said ^^
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_Pax._
post Jan 9 2013, 09:19 PM
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QUOTE (NiL_FisK_Urd @ Jan 9 2013, 04:08 PM) *
Nuff said ^^

You mgiht want to re-examine the order of entries up there, because here's the problem:

QUOTE (NiL_FisK_Urd @ Jan 9 2013, 03:44 PM) *
Basic Bioware: (all used)
Suprathyroid Gland
Synthacardium R3
Muscle Toner R2
Muscle Augmentation R2
Cerebral Booster R2
Enhanced Phermone Receptors R3
Cultured Bioware:
Mnemonic Enhancer R2
Tailored Pheromones R3


Note how the Cerebral Booster is not only above the "cultured Bioware" line, but is in fact above the Enhanced Pheromone Receptors ...?

Also, I've plugged everythign into HeroLab to check the numbers, and the Nuyen isn't adding up the way you describe. Before putting in the commlink (you ddn't specify what kind), I'm already seeing 286,450¥ spent, leaving 13,550¥ potentially available .... just over half the 25K¥ you posted, above.

So, it's a good start, but needs a lot of refinement and tweaking before it can be declared somethign that would lead to a viable, legal build.
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Tymeaus Jalynsfe...
post Jan 9 2013, 09:20 PM
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QUOTE (NiL_FisK_Urd @ Jan 9 2013, 02:07 PM) *
If i take every non-magical, non technomancer skill group at 1, and every non-exotic (incl. pilot anthroform and pilot spacecraft) active skill at 1, i am at 34K left for Knowledge Skills and Contacts. But because the MBW2 functions as a skillwire R4, this is not neccessary, instead one should invest in a Warez Group Contact to pirate Activesofts in Game.

I would go with 2 in Firearms, Close Combat, Stealth, Influence, Electronics, Cracking, Perception and 1 in Athletics, Biotech, Mechanics, Intimidate, Demolitions and Chemisty. And 50K left for Contacts and Knowledge Skills.


Yep, not bad... So same number of skills with similar DP's for most skills. *shrug*
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NiL_FisK_Urd
post Jan 9 2013, 09:22 PM
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QUOTE (_Pax._ @ Jan 9 2013, 10:19 PM) *
You mgiht want to re-examine the order of entries up there, because here's the problem:



Note how the Cerebral Booster is not only above the "cultured Bioware" line, but is in fact above the Enhanced Pheromone Receptors ...?

Dammit XD. I used DKs calculator, so it was calculated right, but i sorted it after copy-pasting it. I switched Cerebral Booster and Tailored Pheromones.
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_Pax._
post Jan 9 2013, 09:25 PM
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I'll gladly share the .POR of the above, by the by, for anyone who wants. (IMG:style_emoticons/default/smile.gif)

And it's definitely an intriguing concept - "the Ultimate Skillwired Man", if you will. (IMG:style_emoticons/default/smile.gif)
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_Pax._
post Jan 9 2013, 09:29 PM
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QUOTE (NiL_FisK_Urd @ Jan 9 2013, 04:22 PM) *
Dammit XD. I used DKs calculator, so it was calculated right, but i sorted it after copy-pasting it. I switched Cerebral Booster and Tailored Pheromones.

Oh, yes, that switch would definitely do it - and account for the nuyen and essence discrepancy. Dang.
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NiL_FisK_Urd
post Jan 9 2013, 09:33 PM
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Sadly, Enhanced Articulation and Reaction Enhancers had to be thrown out nuyen and essence wise.
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_Pax._
post Jan 9 2013, 09:35 PM
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Mind you, for an actual character, I think I would back off on some of those implants - start out somewhat augmented (the MBW, perhaps), and slowly work my way towards your implant list, piece by piece. You'd be able to go for less used stuff, and better-grade stuff, maybe even betaware.
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NiL_FisK_Urd
post Jan 9 2013, 09:42 PM
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I would go the other way round and gradually replace the used stuff with new ware. Also, you dont lose as much when you sell used cyber/bioware. (Bought for 50%, sold for 30% afterwards).
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Tymeaus Jalynsfe...
post Jan 9 2013, 09:45 PM
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QUOTE (NiL_FisK_Urd @ Jan 9 2013, 02:42 PM) *
I would go the other way round and gradually replace the used stuff with new ware. Also, you dont lose as much when you sell used cyber/bioware. (Bought for 50%, sold for 30% afterwards).


30% of the 50%. (IMG:style_emoticons/default/smile.gif)
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Lionhearted
post Jan 9 2013, 09:48 PM
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QUOTE (_Pax._ @ Jan 9 2013, 10:25 PM) *
And it's definitely an intriguing concept - "the Ultimate Skillwired Man", if you will. (IMG:style_emoticons/default/smile.gif)

Swiss knife, Toolbox, Jack O'Trades, Gizmo, Skillex, Skill slot, Guyver McWire, Handyman...
Take your pick (IMG:style_emoticons/default/smile.gif)
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NiL_FisK_Urd
post Jan 9 2013, 09:53 PM
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QUOTE (Tymeaus Jalynsfein @ Jan 9 2013, 10:45 PM) *
30% of the 50%. (IMG:style_emoticons/default/smile.gif)

Which is kinda stupid, because if you can sell (former standard) ware that was in your body (now used) for 30% of its original cost, why can't i sell ware i already bought used for 30%? Or do i have to sell my former standard ware for 15%, because it is now used?
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_Pax._
post Jan 9 2013, 09:54 PM
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Second-hand is one thing. Third-hand is another matter altogether. Means it has even more mileage on it, and so on.
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NiL_FisK_Urd
post Jan 9 2013, 09:56 PM
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Sure, but who knows? I do not expect to really get "second-hand" ware when i buy it from tamanous, more like third to forth hand ...

Well, i let my players sell their used ware for 30% of the non-used price.
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Tymeaus Jalynsfe...
post Jan 9 2013, 09:57 PM
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QUOTE (_Pax._ @ Jan 9 2013, 02:54 PM) *
Second-hand is one thing. Third-hand is another matter altogether. Means it has even more mileage on it, and so on.


Indeed... (IMG:style_emoticons/default/smile.gif)
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thorya
post Jan 9 2013, 10:21 PM
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Relevant to the original question of the mechanical implications. I know someone else posted a partial list, but I don't know if anyone did a full breakdown.

Attribute increases by cost (BP)

[ Spoiler ]


Though it's slightly more expensive, metatypes are your best bet for increasing attributes permanently for a mundane. And going the magic route isn't actually very efficient. A mundane on drugs however, can compete pretty well if they have time to prepare (and don't mind addiction, and why would you? you weren't using that edge for anything any way right?). You can get your reaction and initiative passes fairly easily that way. With snuff and psyche you can use them freely without too much fear of side-effects. Improving attributes through qualities is just a bad idea.

Skill costs in BP
[ Spoiler ]


Improving skills through augments and magic is cheaper, but not overpoweringly so. It's about half rather than being 1/4-1/5. A mundane can compete if they use specializations (which I don't believe are allowed with skill wires). Qualities are not nearly so bad for improving skills cost wise, but still not great. Betel for the quick boost to perception is super cheap. The biggest place mundanes suffer is in social skills which both augments and magic have ways to boost heavily, but empathy software closes that gap quickly.

It would also be interesting to see an analysis of the armor and pain tolerance cost for a mundane vs. an augmented/magic character. My sense is that with so much relatively cheap gear boosting it, that you don't actually lag very far behind on those fronts.
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