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> Adept/Rigger build questions/rules clarifications, Need some help from the dumpshock community
faultline
post Jun 24 2012, 03:14 PM
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Moving Target
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Joined: 23-September 08
From: Cal Free State
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Hello everyone,

I have some questions and/or rules clarifications about an Adept/Rigger build I'm working on if you would mind answering.
(I Know some of the issues I have are answered in the rules its mostly the difference of RAW, Rules as Intended, and Rules as Interpreted that I need help with).
Also I'm working mostly off of memory for base character creation my books are currently being loaned out (I'll check math on everything later).


I'm trying to build him with the least amount of cyber possible to take advantage of adept powers (and to have more BP to use for Attribues and Skills) so please keep that in mind.


1) Does a Rigger actually require the Control Rig to be effective?

2) Is Electronics Warfare is the only Computer/Electronics skill needed by the Rigger?

3) Is the Artisans Way worth taking for a build like this?

4) Other than Improved Reflexes (which I know most people say is too expensive Magic Point wise) and Improved Ability to boost piloting skills, what other Adept powers should I consider?

5) Is there any cyberware that I should take a look at for is type of build that the bonuses outweigh the Essence and Magic Point loss?

6) Other than the needed Adept positive quality, what other positive qualities should I be considering besides Aptitude, Exceptional Attribute


Thanks in advance



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