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Shadoweyes
Here's an interesting thought... What generates a "Persona" and does an agent count towards your persona limit or your program limit?

Because if you picked up a few personafixes and agents and loaded them onto your drones, you could subscribe them as persona's could you not?

edit: unwired lists agents needing subscriptions, but vauge information about the difference between agent and persona other than "its a people". ideas?

Second edit: Unwired's rules for clusters (p55) allow you to upgrade persona and processor limit but dont say anything about subscriptions... sum, average, or like processor, add them all up and divide by 2?
Tymeaus Jalynsfein
QUOTE (Shadoweyes @ May 2 2013, 06:26 PM) *
Unwired's rules for clusters (p55) allow you to upgrade persona and processor limit but dont say anything about subscriptions... sum, average, or like processor, add them all up and divide by 2?


When you Cluster, you generate a System Rating. Your Subscription Limit is that generated System Rating x2.
Shadoweyes
I was hoping there was errata somewhere for clusters, which are basically parallel systems tied together, but i cant seem to find anything either.

Just finished putting the last touches on a courier-type rigger. my driving dice pools are 19 phys (3 passes) and 21 VR (4 passes) >.> I only have one problem left to solve. How am I going to settle my knowledge skills? I currently have 42pts (log 6+ cerebral booster 3 and intuition 5) to spend, and only a vauge idea how to spend them. anything specific you guys can think of?

also, does anyone know where the rules for requirements for crafting your own cyberware is? I was looking through augmentation (where I thought it was) but couldnt find it.
_Pax._
Rules for making your own cyberware?

There aren't any.
Modular Man
Courier?
First of all, knowledge about the city streets and various shortcuts. You really don't want to depend on a mapsoft in case of trouble. I'd think that would be Int-linked, though.
Another thing: If you are planning on modifying your own vehicles/drones, take something into that direction (I preferred "Drone Modifications"). Nothing is quite like being able to come up with your own modification plans (which specifically calls for an appropriate knowledge skill, see "Arsenal", p. 128, "The Plan").

Crafting your own cyberware? Well, designing something from scratch is pretty much outside player limits, I'd say, but for maintenance, assembly from available parts and maybe slight modifications there's the Technical Active Skill "Cybertechnology".
_Pax._
QUOTE (Modular Man @ May 3 2013, 01:09 PM) *
First of all, knowledge about the city streets and various shortcuts. You really don't want to depend on a mapsoft in case of trouble. I'd think that would be Int-linked, though.

I've always called that sort of thing "Area Knowledge ____", with the blank being filled in by the region you want to cover. The bigger the region, the less benefit you get per success, of course.

Then you can specialise, either in sub-regions - e.g. "Area Knowledge Seattle (Ork Underground +2)" - or in topics/themes, like "Bars & Nightclubs", or "Gang Territories".

Or in this case, "Shortcuts and back ways", or perhaps "Alternate routes" (make sure the GM knows that you MEAN shortcuts, back alleys, and other "nonstandard" routes, of course.

QUOTE
Another thing: If you are planning on modifying your own vehicles/drones, take something into that direction (I preferred "Drone Modifications"). Nothing is quite like being able to come up with your own modification plans (which specifically calls for an appropriate knowledge skill, see "Arsenal", p. 128, "The Plan").

As a GM, I would frown on just "drone modifications". For my part, I would go with an Academic knowledge, "Vehicle Engineering". Then maybe specialise, either in Drone or type of vehicle, or maybe "Engines" / "Electronics" / etc.
Udoshi
Having gone over this before, I believe the relevant skill in question is 'Blank Design'.

However, there is some room for leeway between Active and Knowledge skills - the optional chemistry as a knowledge thing, and mages active skills becoming knowledge ones when they burn out support the idea that the Active skills includes the background knowledge. if so, its silly to pay twice.

I'm away from books at the moment, but I'll see if I can't find page numbers for it.
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