All skillsofts purchased during chargen should be authentic but if the character purchases chips in-game, they could well have some unsavoury mods packaged with them. "Slotting a skillsoft chip into a computer or pocket secretary allows a character to read its address table. A successful Computer (Cybernetics) Test against Target Number 4 will show the actual size of the soft, which may reveal that the actual address table information is not correct." (CC.63) "To verify that a program is what the character thinks it is, he must analyse it. Offline, a character must have a computer with enough memory to hold the program. A successful Computer (Programming) Test with a Target Number of 4 will verify the program and its size." (Mat.94) A standard pocsec with 100MP will need a 8MP Active Memory upgrade to be able to verify Rating 6 activesofts.
Chemistry allows you to make all sorts of things from drugs to demolitions in Man & Machine. It's classified as a Knowledge skill, whereas it definitely should be a Build & Repair skill. As a Knowledge skill, you don't need Skillwires to run it. You're limited to Rating 6 during chargen and can upgrade that to R10 during play. Add a Rating 3 Chipjack Expert Driver and a Cerebral Booster so that you have a Task Pool of 4 dice. Whether or not dice pool can be used out of combat is a contentious issue but in theory this could result in your player rolling 10 dice (six skillsoft + 4 task pool) on Social skills (or whatever chip they've jacked). Potentially 14 dice on Chemistry. And that doesn't care about the linked attribute at all, so a Bod 1 character with Rating 6 athletics or a Cha 1 character with Rating 6 Negotiation could happen with sufficient cash investment. That isn't going to derail the game, but it's good to be aware of up front. Chipping a Computers activesoft is just fine for decking, but chipping any kind of Gunnery / Vehicle activesoft is useless for a rigger in SR3 (SR2 encephalon allowed riggers to access skillsofts, but SR3 encephalons don't feature this). So it's handy for playing a skillmonkey if you reserve wetware skills for Vehicles and Magic active skills.
"Dice pools initially become available for use at full value as the first step of the first Combat Turn of any encounter. Some Pools have limitations on how many dice can be added to a single test." (SR3.43) There follow several pools which DO have limitations on how many dice can be added to a single test. The Task Pool is not a pool which has a limitation on how many dice can be added to a single test. A Rating 1 skill + 4 dice from pool is cheap competence for certain skills (eg B&R, maybe Athletics, or Car) but it's useless for a combat skill (eg Pistols) because your pool gets depleted with your first shot and then you're stuck rolling 1 die (beware Rule Of One!) every pass until your pools refresh. Task Pool is situational; it is not an I-win button.
QUOTE (Catsnightmare @ Mar 2 2022, 08:37 PM)
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As an added bonus, if the player finds the SR character gen too intimidating
There's also NSRCG (see my sig) even though it hasn't been updated in years.
QUOTE (Catsnightmare @ Mar 2 2022, 08:37 PM)
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Skillwires and headware memory? So lets go with the character getting Rating 6 Skillwires, rating 6 Activesofts are 108 MP in size, lets round it up to 110 MP, big enough for the Skillwires to run the software of that rating. 6x110x500=330,000 nuyen, that's enough to run a single rating 6 Skillsoft, or two rating 3 Skillsofts, or a rating 4 and a rating 2 etc. at once.
If you can crunch the maths involved, then CC.64 and CC.123 list skillsoft options such as Optimisation and PlusCode which reduces how much of your skillwires such skills block up while they're running. Always get Adaptive.
QUOTE (Catsnightmare @ Mar 2 2022, 08:37 PM)
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The question is that MP rating in the Skillwires actual memory space or is it just the MP rating of what the Skillwires can handle? Example: character wants to use the Bike (3) and Subamchinegun (3) Activesofts at the same time. Do you slot the Bike chip, download/copy it into the Skillwires, pop the chip out and then plug in SMG chip and download/copy it into the Skillwires? Or does that require separate installed Headware Memory capacity to do that?
"Activesofts that are accessible — but not activated — do not place any demands on ASIST or Pulse ratings. Skillwires do not provide memory storage for the skillsoft programs, which must be accessed from a chip or headware memory." (CC.60) "Headware memory can be used for both active and storage memory. Other linked memory sources may also be used for storage memory (but not active memory)." (M&M.20) "The user can load the skillsoft data into headware memory for later access. This requires a Simple Action." (CC.58) "As a general rule, any data transfer between two devices takes a mere Simple Action, no matter the size." (M&M.46) "Activating a skillsoft is a Free Action. Deactivating a skillsoft is also a Free Action. The skillsoft remains accessible unless the user removes the jacked chip or clears the information from memory." (CC.60)
I would recommend attaching a Skillsoft Jukebox to your chipjack (SR3.296). Since a chipjack IS a "specialised type of datajack" and a datajack functions as a router with 5 internal ports (M&M.46) I would suggest just fitting an additional jackpoint to one such port and slotting a high-capacity OMC. An OMC is storage memory only, not active memory, but if you copy all your skillsofts up to the OMC, the CED/skillwires can access/run it from there. Have the jackpoint located in a Tooth Compartment for concealability and accessibility because although OMCs are 2x3cm (huge for a tooth!) tooth compartments are described as good for smuggling them. Some people try to put the entire skillsoft jukebox inside a body compartment but the Body Compartment can normally only hold items up to Concealability 9 (M&M.27) and miniature equipment is available at ×150% price per +1 Concealability (SR3.291). The Skillsoft Jukebox has a base concealability of 6. So that gets expensive fast. It might be better to go for a Victory "Rapid Transit" Heavy Jumpsuit (CC.50) with jukebox built-in at cost; add Rating 4 Chemseal and program the jumpsuit with camouflage patterns of your choice (SR3.284, CC.97) for extra survivability.