Neon Tiger
Feb 21 2004, 05:51 PM
So I'm making a character that has skillwires(rating 5, 75 MP). Chipjack Expert Driver at 3 and a skillsoft jukebox with 10 ports and 75 MP. He's an ork, mostly a street sam that uses only non-lethal weapons, i.e. cybersquirt, tasers and shock hand.
Here's his real skills:
Pistols 6
Brawling 6/Close Combat/Evasion
Athletics 4
Stealth 6
Etiquette 5
Negotiations 4
Chemistry 6
Some other knowledge skills that are not really that important.
Here's what ActiveSofts he has(all at rating 5):
Electronics
Electronics B/R
Computer
Biotech
Demolitions
Car
Bike
Motorboat
Rotor Aircraft
Fixed-Wing Aircraft
Throwing Weapons
Car B/R
Bike B/R
There some resources still left, for 3 Activesofts at rating 5. Any ideas what important skills I might be missing? Anything other important I should remember.
And oh yeah, the characters real name will be Angus MacDyver.
Herald of Verjigorm
Feb 21 2004, 06:00 PM
Edged Weapons: Swiss Army Knife.
Neon Tiger
Feb 21 2004, 06:07 PM
QUOTE (Herald of Verjigorm) |
Edged Weapons: Swiss Army Knife. |
Yes, that's nice.
But remember, Mac never kills anyone. Not even the really bad guys like Murdoch or whatever his name was.
Kagetenshi
Feb 21 2004, 06:16 PM
Tinfoil b/r.
~J
Herald of Verjigorm
Feb 21 2004, 06:16 PM
Yes, but he needs the skill to make called shots to plot related ropes.
Neon Tiger
Feb 21 2004, 06:37 PM
QUOTE (Kagetenshi) |
Tinfoil b/r.
~J |
What'd he use that for?
Req
Feb 21 2004, 07:17 PM
Where's the Duct Tape come in?
REM
Feb 21 2004, 08:09 PM
"... All i have is 2 paperclips a rubber band and a bottle cap. Give me five miniutes and ill blow that building up."
k1tsune
Feb 21 2004, 08:17 PM
I do want the knowledge skill "Duct tape uses"
Herald of Verjigorm
Feb 21 2004, 08:44 PM
QUOTE (k1tsune) |
I do want the knowledge skill "Duct tape uses" |
k1tsune
Feb 21 2004, 08:54 PM
QUOTE (Herald of Verjigorm) |
QUOTE (k1tsune) | I do want the knowledge skill "Duct tape uses" |
|
I should've specified "for a character"
Samoth
Feb 21 2004, 09:49 PM
Assault Rifles
Gunnery
Lilt
Feb 21 2004, 11:03 PM
You may want to check you actually do want a 10 port jukebox. That means you can access and use 10 skillsofts simultaniously. With a 1 port/75MP jukebox you could have 1 skillsoft active at any time (which is all the rating 5 skillsofts you'll be able to use with skillwires rating 5) and switch a different skillsoft into that port at the flick of a switch (or mental command if you plug a datajack into the jukebox as well as your chipjack).
There is actually a use to having more than one port though. Knowsofts and Linguasofts are useful and aren't limited by your Skillwires rating like Activesofts are. You may even wish to buy a higher MP rating on the jukebox so you can possibly use higher rating knowsofts.
Some useful Knowsofts:
Talismongering: Be your Mage's best friend!
Magic: A nice catch-all knowledge skill. 8 dice should ensure you know some specific info but you may still want to narrow the skill somewhat (Magical Threasts, for example)
Cybertechnology: Useful for evaluating opponent's abilities
Chemistry(Explosives): If you want to blow something up, and don't have any explosives, this is the skill for you. Taking the specialisation rather than the full skill makes it cheaper to buy at the higher rating (72mp for a rating 6 specialisation)
Body Hammer
Feb 22 2004, 04:08 AM
QUOTE |
You may want to check you actually do want a 10 port jukebox. That means you can access and use 10 skillsofts simultaniously. |
Actually, it means you can switch between skillsofts slotted into the jukebox (one per port) very quickly. You can't use all the softs slotted into one jukebox simultaneously, you have to select one. Hence the name "Jukebox". (A music jukebox in a bar doesn't play all of its songs simultaneously when you turn it on, you select which one you want to use and it loads that record and plays it.)
QUOTE |
With a 1 port/75MP jukebox you could have 1 skillsoft active at any time (which is all the rating 5 skillsofts you'll be able to use with skillwires rating 5) and switch a different skillsoft into that port at the flick of a switch (or mental command if you plug a datajack into the jukebox as well as your chipjack). |
How could you physically change which chip is slotted at the flick of a switch (or mental command)?
A jukebox can have up to 10 slots for putting in skillsofts, which you then switch between as mentioned above. A 1-slot jukebox is pointless if you have a chipjack because if you want to use a 2nd soft you have to pull the first one out of your one-slot jukebox and put in the one you want to use, just like if you have a 1-slot chipjack.
Glyph
Feb 22 2004, 08:23 AM
Three good one would be pistols (since that seems to be your character's primary offensive weapon), gunnery (so you will be able to fire vehicle weapons), and diving (for underwater operations - you might want to buy underwater combat later on, too).
Neon Tiger
Feb 22 2004, 08:53 AM
QUOTE (Glyph) |
Three good one would be pistols (since that seems to be your character's primary offensive weapon), gunnery (so you will be able to fire vehicle weapons), and diving (for underwater operations - you might want to buy underwater combat later on, too). |
Well, he already has Pistols skill at 6, so i doubt he would really need it as an Activesoft. Plus, he's a bit of pacifist, so something like Gunnery would not fit him.
Actually, Demolitions B/R might come handy when you need to make impromptu bombs or have to disarm that nuke only using a tennis racket.

@ Lilt: He already has Chemistry as a real skill, so no need for a Knowsoft.
I guess this character has most of his bases covered now. Thanks to everyone for input.
Crusher Bob
Feb 22 2004, 09:06 AM
Yeah but can you disarm the nuke across the street, while holding you guts in, by first shooting off the bolts holding on the casing, and then shooting the wires that need to be cut?
You might want to add 'mechanical lockpicking'.
Neon Tiger
Feb 22 2004, 09:15 AM
QUOTE (Crusher Bob) |
Yeah but can you disarm the nuke across the street, while holding you guts in, by first shooting off the bolts holding on the casing, and then shooting the wires that need to be cut?
You might want to add 'mechanical lockpicking'.
|
I was referencing to one episode where Mac actually does defuse a nuke with only a tennis racket. Would it count for the inadequate equipment malus?

BTW, It's easier to just get a lockpick gun, it costs next to nothing.
Crusher Bob
Feb 22 2004, 09:21 AM
I was refering to an episode of City Hunter.
Besides the lockpick gun has it's problems: its louder than regualr ricks, and it has trouble picking certain types of locks (i.e. it's skill is only around 2).
Neon Tiger
Feb 22 2004, 09:35 AM
QUOTE (Crusher Bob) |
I was refering to an episode of City Hunter.
Besides the lockpick gun has it's problems: its louder than regualr ricks, and it has trouble picking certain types of locks (i.e. it's skill is only around 2). |
According to M&M:
QUOTE |
Lockpick Gun: This device simultaneously "rakes" the lock's tumblers with motorized, expert-system-driven pick and applies torque to turn the lock. Each lockpick gun has Lockpicking Skill equal to its rating (maximum 10).
|
And it costs 250

* rating, so even a rating 6 is only going to cost you 1500

. And at least according to the description it might even be more silent than picking a the old fashion way. This, of course, is open to debate.
Lilt
Feb 22 2004, 11:38 AM
QUOTE (Body Hammer @ Feb 22 2004, 04:08 AM) |
Actually, it means you can switch between skillsofts slotted into the jukebox (one per port) very quickly. You can't use all the softs slotted into one jukebox simultaneously, you have to select one. Hence the name "Jukebox". (A music jukebox in a bar doesn't play all of its songs simultaneously when you turn it on, you select which one you want to use and it loads that record and plays it.) |
Hmm. Weird. I was sure I'd been told differently at some point. I'll see if I can find the post...
[edit]Also a jukebox dosen't have all of the CDs plugged into "ports" as such, it switches between them mechanically.[/edit]
Neon Tiger
Feb 22 2004, 11:51 AM
QUOTE (Lilt) |
QUOTE (Body Hammer @ Feb 22 2004, 04:08 AM) | Actually, it means you can switch between skillsofts slotted into the jukebox (one per port) very quickly. You can't use all the softs slotted into one jukebox simultaneously, you have to select one. Hence the name "Jukebox". (A music jukebox in a bar doesn't play all of its songs simultaneously when you turn it on, you select which one you want to use and it loads that record and plays it.) |
Hmm. Weird. I was sure I'd been told differently at some point. I'll see if I can find the post...
|
The Skillsoft Jukebox is just there to prevent things going like this:
Players discover a huge bomb in some house basement. The groups MacGyver(aka skillwires guy) comes to the front and says: "No worries guys, I'll just slot my Defusing Bombs(Demolitions B/R) chip, and disarm it." The guy starts shuffling through his pockets, trying to find the correct chip: "-Wait, here it is, ah, no, thats my Running Man(athletics) chip... Now where did I put it... Damn...". Others characters look at each other, nod in silent agreement and start to run away. The SkillWires guy finally finds the right chip, slots it and turn back to talk to his now long-gone buddies: "Ok, guys, watch this! Uh, guys? GUYS?!" He then turns back to the bomb and realizes there's only 10 seconds time left.
Body Hammer
Feb 22 2004, 11:51 AM
QUOTE |
Also a jukebox dosen't have all of the CDs plugged into "ports" as such, it switches between them mechanically. |
I know. I was using it as an analogy.
SR3 is not very clear on skillsofts, jukeboxes, chipjacks, and such. You're left to puzzle a lot of it out on your own.
Lilt
Feb 22 2004, 11:53 AM
Ah.
Here it is. Alledgedly from the creator of the skillsoft jukebox:
QUOTE |
Help, indeed. That little toy was my idea, and when SR3 first came out, I don't quite get how the description intends it to work (I originally had a similar formula, but different description). Fortunately, I play with the guy who complied that section. 
Anyhow, the way we have been using it, you fill up its memory with whatever skillsofts you want running, and the "ports" are outputs, connecting to your chipjack or datajack. The box can hold any (reasonable) number of chips- the description just says it holds "numerous" skillsofts, which certainly implies more than the number of ports most folks could afford to purchase! It then load's data from the chips as needed (when they are "switched" to); the ports limit how many can be accessed at once, and the memory their total size. Generally, you need 1 port for each chip you wish to use simultaneously, and no more. The ports are for OUTPUT to the user, not INPUT from the chips. The chips must be present in the box (as opposed to just "stored" through all that pricey memory) because they contain not only Optical Memory, but Optical Code Circuits (see Vr2.0)- the SJB just uses its memory to let you access those OCCs and as a buffer. The chips don't really have a given size, so its assumed the divice can hold "a lot" of them- at least 20 or so, like a pack of cigarettes.
|
Sphynx
Feb 22 2004, 01:12 PM
Lilt is quite right on the matter. You only need a number of out-ports equal to the number of chipjacks (or similar cyberware) that you have installed. NeonTiger's character only needs one port.
Sphynx
Body Hammer
Feb 22 2004, 01:18 PM
QUOTE |
Ah. Here it is. Alledgedly from the creator of the skillsoft jukebox: |
I never would have interpreted that from the description in the book. I stand corrected, then. And I think I like how it's supposed to work better.
Nikoli
Feb 22 2004, 02:27 PM
Hey Lilt, can you get that person to whack someone at Panpro and have that added to the errata to be fixed in a later printing?
Lilt
Feb 22 2004, 03:11 PM
That quote is just from the ShadowRN mailing list archives back in november of 1999. It's just brought-up every once in a while when talking about skillsoft jukeboxes. I don't know the guy personally.
Also: I'm not 100% sure that is canon (or that there is a canon interpretation) even if that was the original idea behind the gear. I'd use that reading as the technology to perform that sort of function should be fairly cheap and certanly shouldn't cost much more than a personal computer...
I could try and email Rob Boyle to get his oppinion or try and to get some errata on it but I've never had any luck with that in the past.
Zazen
Feb 22 2004, 07:13 PM
I vote for Lockpicking, Pistol B/R, and Parachuting.
Others: Armor B/R, Diving, Small Unit Tactics, Spray Weapons, and Interrogation if your GM allows social skills.
Also, there's no Demolitions B/R. If you want to build or repair (or disarm) a bomb, use Demolitions.
Glyph
Feb 22 2004, 10:44 PM
D'oh! I meant to put pistols B/R, not just pistols. I still think gunnery would be a good skill - otherwise, you will be defaulting any time you are engaged in any vehicular combat.
I don't see why skillsofts can't be used for social skills. The old bodyguard archetype had some specialized etiquette softs, so it's at least semi-canonical.
Body Hammer
Feb 22 2004, 11:23 PM
QUOTE |
I don't see why skillsofts can't be used for social skills. The old bodyguard archetype had some specialized etiquette softs, so it's at least semi-canonical. |
It's an interpretation thing. If your character doesn't have any social skills on his own, that's lame and he shouldn't slot them because that's lame. And if he takes social skills and slots combat skills instead, well, that's lame too...
Zazen
Feb 22 2004, 11:31 PM
QUOTE (Glyph) |
D'oh! I meant to put pistols B/R, not just pistols. I still think gunnery would be a good skill - otherwise, you will be defaulting any time you are engaged in any vehicular combat. |
A fine idea

QUOTE |
I don't see why skillsofts can't be used for social skills. The old bodyguard archetype had some specialized etiquette softs, so it's at least semi-canonical. |
Because certain GMs (like me) dislike their flavor enough to ban them.
Me, I figure that every red-blooded male would have a set of cheap minmaxed 'wires, giving them 8+ dice in the "Convincing Girls To Do Anal And Let You Plaster Them With Money Shots" specialization of negotiations. I remember wangling the numbers around once to confirm that this could be done with less than 20k.
Lilt
Feb 23 2004, 12:31 AM
Umm. The whole "Convincing Girls To Do Anal And Let You Plaster Them With Money Shots" thing is already available. It's called the "Good-Looking and Knows it" edge. That edge is so much fun. You just need to ensure characters with good looks get the occational stalker or pissed-off person who felt "used" by them. (Unless they're careful, or have a partner, or really are just sluts and make that clear from the beginning)
Other fun stuff to do with a character with good looking and knows it:
Beer goggles: They wake-up next to a thoroughly unattractive member of the opposite sex after a wild night out.
Bicardi Goggles: they wake-up next to an attractive member of the same sex after a wild night out.
Candid camera: They "pulled" a pornstar with Full-X skillwires... The night's exploits circulate on the matrix.
Zazen
Feb 23 2004, 12:55 AM
QUOTE |
It's called the "Good-Looking and Knows it" edge. |
Presumably the people with that edge are born good-looking. If you're not, then you're shelling out nuyen or settling with a nice homely girl who wouldn't think of letting you spooge on her face.
Body Hammer
Feb 23 2004, 05:49 AM
I love how a thread on a piece of fictional equipment in a roleplaying game can so seamlessly turn into a discussion about anal and money shots. I mean, this proves there is nothing (important) that skillwires CAN'T do; they are truly the most versatile piece of ware in the game.
Neon Tiger
Feb 23 2004, 08:19 AM
QUOTE (Body Hammer) |
QUOTE | I don't see why skillsofts can't be used for social skills. The old bodyguard archetype had some specialized etiquette softs, so it's at least semi-canonical. |
It's an interpretation thing. If your character doesn't have any social skills on his own, that's lame and he shouldn't slot them because that's lame. And if he takes social skills and slots combat skills instead, well, that's lame too...
|
Why is it lame? Say, a Face character gets skillwires so that he could other things besides just talking the talk and walking the walk. And remember, chipped skills cannot use dice pools, so if someone takes all his combat skill as ActiveSofts, he is only able to one of them at a time and no combat pool. And skillwires aren't the cheapest piece of 'ware there is. Rating 6 * 108 MP * 500

= 324000

. That's one third of your starting resources if you got the 1 million. And you haven't gotten any chips yet, which come at 10800 a piece.
ActiveSofts and social skills: I wouldn't let them take those. It just somehow feels wrong... very, very wrong. (Mental picture of a cybered to the hoop sammy going to bar, stepping up to two hot elven chicks, talking them for a moment and then leaving the bar with BOTH of them. And waking up in the L-shaped bedsheets.

)
@ others: Please, no anal and money plaster thingies. I'm trying to eat my breakfast, for Dunk's sake!
And yeah, for a side note: The character is a pacifist. Shooting someone with a assault rifle or a light machine gun on full-auto isn't going to knock them out, it's going to rip them into little pieces. So no Gunnery for him. But the Pistols B/R is good stuff. Parachuting also might come handy.
Zazen
Feb 23 2004, 08:41 AM
QUOTE (Neon Tiger) |
And yeah, for a side note: The character is a pacifist. Shooting someone with a assault rifle or a light machine gun on full-auto isn't going to knock them out, it's going to rip them into little pieces. So no Gunnery for him. |
That's why I didn't include it in my list, but then I realized that it doesn't have to be for shooting people. The character might only use it for shooting through barricades and taking out drones.
Body Hammer
Feb 23 2004, 09:48 AM
You mean you didn't pick up on any of that sarcasm?
Neon Tiger
Feb 23 2004, 11:54 AM
QUOTE (Body Hammer) |
You mean you didn't pick up on any of that sarcasm?
|
I must say, I failed to see any sarcasm in your post. Maybe you should consider using smileys? Like this.
tj333
Feb 23 2004, 07:57 PM
Just to make sure I have this right on the jukebox.
You have its internal memory equal to the maximum size of the skillsofts you want it to access with this jukebox.
A skillsoft can be chipped into the jukebox and left there taking up no memory but still be accessed.
You can access only one skill at a time per jukebox.
Ports are bought to plug a skillsoft chip into.
One port is assumed to be on the jukebox to attach to the chipjack.
Or is it:
A port can be bought to plug a chip into and be accessed.
A port can be bought to connect to you so more then one chip can be accessed at a time.
You need memory equal to the total amount of skillsoft's size in MP that you are accessing at one time.
Kagetenshi
Feb 23 2004, 08:06 PM
Option number two, I believe, though someone may want to double-check that as I'm a tad fuzzy-headed right now.
~J
Neon Tiger
Feb 23 2004, 08:11 PM
@ tj333:
You need memory equal to the total amount of skillsoft's size in MP that you are accessing at one time.
And you need a port for each datajack/chipjack you plan to connect the Jukebox to.
Body Hammer
Feb 23 2004, 09:01 PM
QUOTE |
You need memory equal to the total amount of skillsoft's size in MP that you are accessing at one time.
And you need a port for each datajack/chipjack you plan to connect the Jukebox to. |
And, apparently, there's nothing governing how many chips you can stuff into it except GM discretion, and whether you put in 2 chips or 20 it doesn't affect cost at all?
Neon Tiger
Feb 23 2004, 09:20 PM
QUOTE (Body Hammer) |
QUOTE | You need memory equal to the total amount of skillsoft's size in MP that you are accessing at one time.
And you need a port for each datajack/chipjack you plan to connect the Jukebox to. |
And, apparently, there's nothing governing how many chips you can stuff into it except GM discretion, and whether you put in 2 chips or 20 it doesn't affect cost at all?
|
That seems to be the case. At least according to the post earlier.
Fortune
Feb 25 2004, 03:59 AM
QUOTE (Neon Tiger) |
[QUOTE=Body Hammer]And remember, chipped skills cannot use dice pools, so if someone takes all his combat skill as ActiveSofts, he is only able to one of them at a time and no combat pool. |
Actually, there are two ways that chipped skills can incorporate Pools. The first is the Chipjack Expert Driver which grants a Task Pool of up to 3 dice for any Skillsoft used in that specific Chipjack. The second is the DIMAP option for the chips themselves, which enables the person using the Skillsoft to access any already existing Pool that is appropriate to the skill involved.
simonw2000
Feb 26 2004, 07:21 PM
If your GM's a bit nasty, they could have you keep up with the SOTA!
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.