QUOTE (Dr. Funkenstein @ Apr 28 2010, 01:36 PM)
I was talking to OneTrikPony about them the other night, too. The rules are
really confusing, but it basically came down to this: All skillsofts have a dynamic rating of up to +40 and boost your ego's natural aptitudes by a variable amount. So for determining the actual rating of each active skillsoft, you use the formula (40 - Aptitude = Effective Rating). Then you can add in your morph bonus and any other applicable bonuses as normal. So if one person has an ego with a COO of 20 and another has a COO of 10, the skillsoft will run at a rating of 20 for the first guy and 30 for the second guy.
These ratings are used to determine how many skillsofts you can run at one time. Skillwares support up to 100 points.
Hope that helps anyone else who may get confused.
I'm sorry I must have confused you even more.
The skillsoft stat
replaces the character's stat and skill.
RAW: If a character is running a skillsoft, his target for using that skill is the rating of the skillsoft. (Maximum 40, modified by situational modifiers such as using a multi tool when making a hardware test with a hardware skillsoft or using a chameleon cloak when making an infiltration test with an infiltration skillsoft.) The rating of the skillsoft
replaces,
is not added to, any ego or morph attributes or skills.
OTP house rule:
You add morph bonuses and implant bonuses to the rating of the skillsoft to determine the target for any test with that skillsoft.
The rating of the skillsoft is not adaptive. Your skillware implant can run 100 total rating points of skillsofts. If the rating of the skillsoft you are running is 40 then you can also run an additional 60 points of other skillsofts. But the max 100 and the rating of the software does not change.
Implications: If you're in trouble and , for example , trying to repair the massive radiators on your ship because some one shot them with a laser and the engines will melt spectacularly if you run them without radiators, (Just an example of something that might happen to pirates.
)
Anyhow, if it's your job to repair the radiators you will probably need the skills; Free-fall, Hardware:Aerospace, and Interfacing. If you're relying on skilsofts to get the job done and you only have those at rating 40 then you'll be spending a quick action every turn that you need to swap one skill for another.
You have multiple quick actions each turn so it's probably not a big deal.
However. What if , for example , you've pissed of the Ultimates on Kronos (which is a micro gravity habitat) and you only have the skills; Fray, Free-fall, Infiltration, Kinetic Weapons, and Unarmed combat as skillsofts? Well then you'll be using multiple quick actions every turn to swap the skills that you need and you'll be running out of quick actions pretty quick. Additionally, you'll suffer a distraction modifier because you'll either be screwing around with your mesh inserts swapping stuff or you'll be counting on your MUSE to do it for you and just have to pray that it swaps the appropriate combat soft in when you need to dodge incoming fire.
Skillsofts are a good idea. I like them in the game. I like how they've been handled in EP better than in SR. But don't go looking for a magic bullet.
I apologize for the confusion Dr. Funk. I've gone over this so much on other boards in the last six months that I've kind of given up on the argument. I might have implied agreement because I was already tired of rationalizing the arbitration.
OTOH... Any character that requests a Magic Bullet shall be provided with one immediately upon request.
Coming straight at you at Mach 5.