B/R Skills Chips, Do one needs Skillwire? |
B/R Skills Chips, Do one needs Skillwire? |
Jun 16 2005, 05:13 PM
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#1
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Moving Target Group: Members Posts: 358 Joined: 12-May 05 From: The nearest UV host near you... Member No.: 7,390 |
If someone is using B/R Skills Chips, do he needs skillwire system to use them effectively?
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Jun 16 2005, 05:13 PM
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#2
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Moving Target Group: Members Posts: 358 Joined: 12-May 05 From: The nearest UV host near you... Member No.: 7,390 |
And what about Biotech?
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Jun 16 2005, 05:15 PM
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#3
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Free Spirit Group: Dumpshocked Posts: 3,944 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Yes, active skills require skillwires. Knowledge and language softs can get by with just a chipjack.
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Jun 16 2005, 06:42 PM
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#4
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Running Target Group: Members Posts: 1,428 Joined: 9-June 02 Member No.: 2,860 |
Yes. They're an active skill, so they need skillwires. |
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Jun 16 2005, 06:43 PM
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#5
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Moving Target Group: Members Posts: 392 Joined: 18-October 04 From: Tujunga, CA Member No.: 6,768 |
Ya, my old GM usto let us get away with a rigger who chipped his driving skills when rigged. LOL
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Jun 16 2005, 09:11 PM
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#6
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Yep, in the grand sense of splitting skills between "those that are regularly useful while shadowrunning" and those that aren't, then basing a piece of cyberware on that split, you wind up with the silliness of Computers and Bikes B/R needing skillwires while Dancing and Sculpting do not.
I personally would have preferred it if Skillwires were only needed for Active Skills linked to Physical Attributes or Reaction myself. Would have made a little more sense in the grand scheme of things. I'd also allow Vehicle ActiveSofts to be used with a VCR without Skillwires (or maybe just by using a Router) since the implant is already hijacking your physical movements to control the vehicle anyway. |
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