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> B/R Skills Chips, Do one needs Skillwire?
JesterX
post Jun 16 2005, 05:13 PM
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If someone is using B/R Skills Chips, do he needs skillwire system to use them effectively?
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JesterX
post Jun 16 2005, 05:13 PM
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And what about Biotech?
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tisoz
post Jun 16 2005, 05:15 PM
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Yes, active skills require skillwires. Knowledge and language softs can get by with just a chipjack.
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Cray74
post Jun 16 2005, 06:42 PM
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QUOTE (JesterX)
If someone is using B/R Skills Chips, do he needs skillwire system to use them effectively?

Yes. They're an active skill, so they need skillwires.
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GaiasWrath8
post Jun 16 2005, 06:43 PM
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Ya, my old GM usto let us get away with a rigger who chipped his driving skills when rigged. LOL
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Ol' Scratch
post Jun 16 2005, 09:11 PM
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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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