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Tanegar
The Skillsoft jukebox (SR3, p. 296) lists a base price of "ports x Mp x 20" nuyen, but its description doesn't mention megapulses at all. Is this the jukebox' internal storage?
Bodak
QUOTE (Tanegar @ Oct 13 2022, 11:41 AM) *
its description doesn't mention megapulses at all.
It's a bizarre one, to be sure.

SR3.296 says it is "essentially a portable computer" with a price proportional to memory. SR3.287 lists pocket computers with a price proportional to memory, which is described as being non-volatile storage on the following page. So there's consistency so far. Maybe the Jukebox has storage memory? "Programs on OCCs may be copied into memory (computer, headware and so on), but any copies made after that are corrupted." (SR3.295) Which would mean that the Skillsoft user can "install" their Skillsofts to their Jukebox, put the OCCs in a box at home, and thence run the skillware directly from the Jukebox as if it is acting like a Skillsoft Cluster (CC.60). In which case, you figure out the total MP of all the Skillsofts you own, multiply that by the #ports and the coefficient and have your price. It's not clear that that is how the Jukebox works, but it's as good a paradigm as any.

We know that:
  • "All softs can be downloaded into headware memory through a datajack. Once the chip is in and the data transferred to headware memory, the user can remove the chip. If the user doesn't have enough headware memory, he or she must keep the chip slotted to use it." (SR3.296)
  • "The user can load the skillsoft data into headware memory for later access. This requires a Simple Action." (CC.58)
  • "The skillsoft remains accessible unless the user removes the jacked chip or clears the information from memory." (CC.60)
  • "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)
  • "A chipjack (for insertion of activesofts) and/or memory must be purchased separately." (SR3.301)
  • "Datajacks allow the user to mentally access headware memory. Contents of softs can also be downloaded into headware memory through a datajack." (SR3.298)

So, what kind of memory is "headware memory"? "Active memory serves as implanted RAM." "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.19-20)
  • If you're looking to implant however few pulses a serial number occupies, this costs negligible Essence (see Smartlink Personalised Safety on MM.33)
  • 1 megapulse can hold 60 still images (SR3.299); a minute of recorded video (SR3.300); or half a minute of recorded audio+video (SR3.135) so if you're looking to implant up to an hour of video or half an hour of audiovideo, then such a quantity of raw memory costs a small amount of Essence: "Memory is data storage space inside the head." "Raw data, skill software, and certain programs can be stored in headware memory." (SR3.298)
  • Once you get beyond the 60MP / 0.2 Essence point, it becomes cheaper to install a datajack which includes a DNI connection to the brain (M&M.46) and allows that brain to mentally access headware memory (SR3.301). The Orientation System can write data to "storage memory (headware or datajack-linked)" (MM.18) so a datajack can write to and read back from a slotted memory chip. Both a Datajack and Chipjack are classified as Headware (SR3.298) and "A skillsoft is memory on a chip" (SR3.295) so slot some memory in that headjack and you're good to go.

So we have a situation where:
  • Skillsofts are optical chips storing a certain number of MP of memory containing skillware
  • Chipjacks (for Datasofts and Knowsofts) don't provide any memory (SR3.298, 295)
  • Skillwires (for Activesofts) don't provide any memory (CC.60)
  • Skillsofts can run from storage memory addressable via the datajack / chipjack / router that provides a DNI connection to the brain (SR3.298, M&M.46)
  • Skillsofts can run from storage memory on the optical chip they ship on, directly mounted into the jackpoint of an implanted Datajack / Chipjack
  • Skillsofts can run from storage memory on the optical chip they ship on, plugged into a Jukebox, which is plugged into an implanted Datajack / Chipjack

So for "headware memory" you really only need a DNI connection (0.1 Essence: SR3.303, MM.38) which "is a dedicated datajack connection" like the Dedicated Chipjack (0.1 Essence: CC.65) that makes a large block of storage memory (such as an optical memory chip) mentally addressable.

As for the Jukebox, part of the problem is that Gibson, the Shadowrun authors, and the public at large had no idea whatsoever how computers worked when they wrote this stuff so a "megapulse" is used to describe storage, processing power, throughput, etc. etc. because if a computer is an inscrutable "black box", it's all the same thing, right? If the Jukebox is "essentially a portable computer" then it needs active memory to run its operating system, but it doesn't need active memory to store or execute the contents of the skillsofts because the Jukebox "cannot interpret it as anything more than data" (SR3.296) (only Chipjacks can parse the "memory imaging encoding") and therefore regardless of how many skillsofts are attached or how large they are, the OS footprint demand isn't going to inflate. So maybe the Jukebox has a certain amount of active memory MP dedicated to the OS and then it has a certain throughput of how many MP it can pipe from an attached chip to the user's brain via the Chipjack. But that's not right either, because "As a general rule, any data transfer between two devices takes a mere Simple Action, no matter the size." (M&M.46) so we've got functionally infinite bandwidth within the fibreoptic jackpoint network, with no MP-based speed constraints. From the fluff, a Jukebox sounds cool and having one integrated into your Victory Rapid Transit yoga pants makes them hip. If you could miniaturise (SR3.291) the Jukebox from Concealability 6 to 9, you could fit it into a Body Compartment (M&M.27) which keeps it safe and ensures your skill can't be taken away from you. But the crunch basing the pricing on a MP value which isn't consistent just doesn't make any sense. NSRCG seems to think it might mean the limit of how much off-board memory plugged into the Jukebox can be presented at a time as if it were on-board memory socketed into the jackpoint of the Chipjack. It's a good guess, but it's still a guess. So then you'd go for the MP of the maximum Skillsoft you plan to use.

As a brief tangent, I have seen people wondering if the Jukebox needs to be DNI-modified to allow it to be mentally controlled, even though p296 explicitly says it's already ready for mental control. This confusion arises partly because of the terms "Direct Neural Interface (DNI)" and "DNI-modified" sounding so similar but being on opposite ends of the data network. MM.38 explains that if you've got a device that knows how to talk through a jackpoint (eg headware, a deck, Jukebox, OMC, etc.) it needs to plug into a jackpoint that's already attached to the brain; either a standard datajack (0.2E), or a dedicated datajack (named a DNI: 0.1E) devoted to that device. The quintessential DNI-modification is the smartgun. It consists of a dedicated 0.1E DNI (the induction pad, MM.33) but you can use a standard datajack (0.2E) instead if you want. At the other end of the optic network, the gun needs modification: DNI-adaptation is x150% of cost of device (MM.39) and internal smartlink modificiation is x150% (MM.32) because it's the same thing. Now you can remove the trigger if you want and still fire the weapon entirely over your mental DNI connection (CC.82). One doesn't need to buy DNI-Adaptation for a deck, Jukebox or an OMC for the same reason you don't need to buy Smartlink modification for the Ares Predator II; it already has that capability by design. Tangent over.

I think the best option is to get a multislot Chipjack with Expert Driver, mount a high-capacity OMC into one jackpoint, and upload all your Skillsofts into it from the other jackpoint. Then your headware memory is essentially functioning like a Cluster: "If a skillsoft program is loaded from a cluster chip to headware memory and used from headware, the directory interface becomes temporarily redundant" (CC.60) and you just mentally access the skillware via the Chipjack's DNI (remember a Chipjack is a "specialised type of datajack" (SR3.295) so it can connect your brain to memory). MM.26 recommends connecting your datajack/chipjack's jackpoint to a Tooth Body Compartment "used to smuggle contraband such as microchips" (SR3.299) so that's an option if you want to hide the fact that you're chipping. The main drawback of installing any cyberware with a zero Essence cost is that it is not paid for with Essence and therefore if somebody casts Shapechange on you, it doesn't transform (only cyberware paid for with Essence is incorporated into your new form). So, think twice before getting that Tooth Compartment or Cranial Bomb.

Edit: Yes I'm using NSRCG abbreviations, so SR3 is the core book. MM is Man & Machine. CC is Cannon Companion.
Tanegar
To make sure I'm understanding your references correctly: CC is Cannon Companion and MM is Man & Machine?
Kren Cooper
QUOTE (Tanegar @ Oct 13 2022, 04:48 PM) *
To make sure I'm understanding your references correctly: CC is Cannon Companion and MM is Man & Machine?


In case you didn't see Bodak edit his post at the bottom - to confirm yes, those are correct.

One of my bug-bears was how they did the Skillsoft stuff - not the actual system, but in terms of how the rules for costs in the gear section then made you leave back into the matrix section and do some back and forth to work stuff out.

If you have access to Excel, or another spreadsheet that will read a plain XLS file ok - this link maybe useful to you (or anyone else still dabbling with 3rd ed).

It's a series of tables that consolidate rules from the SR3 Core book, Companion and various other primary rules books into (hopefully) a handy GM reference - though please note that some of the stuff e.g. Karma awards - I've built with our house rules. I'd say it's *mostly* vanilla though.

ANYWAY - the bit I'm referencing is at the bottom of Page 3, where it shows the program multiplier for Activesofts, Knowsofts and Linguasofts (and their speialisation versions) laid out in a table, showing the MP cost for rating 1-10 chips, the cost multiplier and then a "Chip Rating" column and finally a cost. Adjust the chip rating number, and it should do all the calculations for you, and hopefully make life easier (or plucking the data from here to punch into the formula for "ports X MP X 20")

Hope that might be some use to you!


Tanegar
eek.gif *gasp* I just started pricing the actual skillwire system in SR3, and it is I-N-S-A-N-E. Total MP x max rating x 500 means that if you want to be able to use 1 (one, ein, uno, ichi) rating 6 activesoft (108MP), the skillwires alone cost 324,000 nuyen. Where did they get that formula?!
Cochise
QUOTE (Tanegar @ Oct 18 2022, 11:35 AM) *
eek.gif *gasp* I just started pricing the actual skillwire system in SR3, and it is I-N-S-A-N-E. Total MP x max rating x 500 means that if you want to be able to use 1 (one, ein, uno, ichi) rating 6 activesoft (108MP), the skillwires alone cost 324,000 nuyen.


Until you find a way to make the by comparison cheap Activesofts (Mp x 100¥ = 10800¥) increase in price per chip to reduce their pulse requirements on the actual skillwire system or find other means to bring down their rating requirements.
[edit] "Good" ways of doing so:
  • Going for specialized skills rather than their generic version ... like Pistols (Ares Predator) 6 instead of Pistols 6 to bring it down to 72 from 108 while also being cheaper
  • Get optimized chips that have only 50% of the original MP requirement (36 and 54 from the prior point respectively) but increase the price of the chips to 14400¥ and 21600¥
  • If you have the cash you can also opt for personalized instead of just optimized and then use rating 5 instead of 6 but still have 6 dice. This also cuts the actual MP requirement to 50% of the original (now 25 and 36) but raises prices in the example from the first bullet point to 12500¥ and 18750¥ respectively
  • Use implant chips to halve the rating that the system needs to have (not necessarily the best way to do it for various reasons)
  • Use lower rated chips with DIMAP where the skill normally has an associated pool and then combine that with the benefits of Chipjack Expert Drivers

Side note: talent soft options are a "good" example of the devs not being consistent. BTL and talent softs are generally speaking the same tech and they even use a largely overlapping set of programming options. The BTL chips do know a one-shot option to reduce MP size by 75% as well as rules for circumventing the one-shot limitation. talent softs for whatever reason do have a one-shot option as well that does the same 75% reduction but there's no RAW rule that would allow to circumvent the limitation.
[/edit]

So yes, the skillwire prices (along with many other cyber implants) have "insane" prices both in terms of ¥ cost and Essence cost in a Cyberpunk setting where at least the legal forms of cyberware are supposedly rather common among the populace. Not to rain on good old Ancient History's commentary concerning implant costs vs. typcial household incomes, but in many cases it still felt and feels totally out of touch for the setting even when putting emphasis on the dystopian elements of the setting where corporations exploit the masses-



QUOTE (Tanegar @ Oct 18 2022, 11:35 AM) *
Where did they get that formula?!


My guess: Mostly pulled out of thin air like most of the rest of the numbers and then only superficially checked against "balance considerations" for protagonist characters that can easily have 400.000 to 1 million ¥ as starting ressources and then simply carrying forward those numbers from 1st and 2nd Edition.
Bodak
Thanks, Kren; yes I wanted to Preview it but Posted it early.

I have tried to grok all the Skillsoft Options from Cannon Companion into a spreadsheet so that you (ideally) can tell it the rating(s) of the option(s) you want and it will work out the cost, and the price, and the availability, and the street index, and the actual size in MP. If anybody cares to validate that the formulae and figures are accurate, that would be splendid. If anybody wants to incorporate into their master-spreadsheet, feel free to do so (if I have to pick one, I'd choose the DBAD licence since it's so clear and simple).

So after the Skillwires 6, you install a Chipjack and Chipjack Expert Driver 3. Maybe an Encephalon if you like Int-based skills, and a Smartlink if you like winning in combat. Then you've got ~600,000Y to spend on skill chips. Although a plain Activesoft 6 costs 10,800Y, it seems to me that a Customised, DIMAP 4, Activesoft 6 with Permit (in order to bring it back to Availability 8 so it's purchasable during character generation) costs 231,000Y. That grants you the ability to roll 7 dice + 4 from a pool you would normally have available anyway + 3 Task Pool (which isn't limited to the skill rating). Whether that's worth the pricetag is subjective. Yay you could get 3 task pool to your Etiquette rolls from day 1, but unless you get reimplanted you aren't going to be able to increase that number beyond the technological limitation whereas someone raising skills with karma can keep doing so.

Going the skillwires route can work for some concepts, and is pretty handy at rating 3 for Build & Repair, Lockpicking, etc. skills you don't want to waste karma on. But at high ratings where people might conceivably consider it to too good to be true, it gets prohibitive. For the best dice per Essence, with only a Chipjack and CED you could roll 13 dice from a rating 10 knowsoft.
Tanegar
While those options are certainly interesting and helpful; I still take issue with the fact that, in order to do anything serious with skillwires, you have to build the entire character around having skillwires.
Cochise
QUOTE (Tanegar @ Oct 18 2022, 09:40 PM) *
While those options are certainly interesting and helpful; I still take issue with the fact that, in order to do anything serious with skillwires, you have to build the entire character around having skillwires.


That's only true if you only consider skill ratings of 6 (or higher) on all fronts to be a "serious" skillwire usage. In that case you indeed have to build the entire character around those skillwires because that's the character's shtick. Just as a "standard" Samurai usually revolves around the combination of Initiative and Reaction Enhancements (that in total will cost about the same in terms of ¥ and even more in terms of Essence).

However, for the sake of the argument consider a magically non-active character with just average physical attributes and decent to high mental attributes and a "real" skillset that goes into the direction what you'd normally consider a "face" (decent to high stuff like Ettiquette, Negotiation, Interrogation, a bit of Computer / Electronics, Biotech and a broader range of Knowledge skills and languages) and combine that with a "focussed" skillwire system with a rating of 3 or 4 that utilizes all the aforementioned options for anything outside of the primary comfort zone and throw in some additional Know- and Linguasofts for good measure to bolster the main skillset. From my perspective that is something very "serious" in terms of skillwire usage but ofc your milleage may vary there.

[edit]Personally I always saw skillwires as a variation of the "Jack of All Trades - Master of None" trope[/edit]
Stahlseele
I have made a perfectly useable skillwire character before.
And yes, you basically need to start with them and kind of
build around them to make it viable. can't really do the in
game improvement with them.

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<tr><th class=heading colspan=4 bgcolor="#B3C4FF">BIO-INFO</th></tr>
<tr><th class=h2 colspan=2>Current Name</th>
<td colspan=2>Thomas Jonathan Jackson</td></tr>
<tr><th class=h2 colspan=2>Street Name</th>
<td colspan=2>Stonewall</td></tr>
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<td colspan=2>Little John</td></tr>
<tr><th class=h2 colspan=2>Street Name</th>
<td colspan=2>TJ</td></tr>
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<td colspan=2>JJ</td></tr>
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<td colspan=2>Blaster</td></tr>
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<td colspan=2>John Jonah Jameson Jr.</td></tr>
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<td colspan=2>Neke</td></tr>
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<td colspan=2>Ehemaliger Bodyguard</td></tr>
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<td colspan=2>20.06.2030</td></tr>
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<tr><td class=l>Camo Full Suit (Urban) </td>
<td>-</td>
<td>5</td>
<td>3</td></tr>
<tr><td class=l>X:Forearm Guards </td>
<td>12</td>
<td>0</td>
<td>1</td></tr>
<tr><td class=l>X:Victory "Industrious" Hardhat </td>
<td>-</td>
<td>-</td>
<td>+1</td></tr>
<tr><td class=l>X:Victory "Industrious" Winter. </td>
<td>10</td>
<td>4</td>
<td>4</td></tr>
<tr><td class=l>X:Armanté "Ancien" Shawl </td>
<td>14</td>
<td>1</td>
<td>0</td></tr>
<tr><td class=l>&nbsp;</td>
<td>&nbsp;</td><td>&nbsp;</td><td>&nbsp;</td></tr>
<tr><th class=total>&nbsp;</th>
<td>&nbsp;</td><td>&nbsp;</td><td>&nbsp;</td></tr>
</table>
</div>
</td><td width="35%">
<div class=monitor>
<!-- Condition Monitor -->
<table border=1 cellspacing=0 width="100%">
<tr><th class=heading colspan=8 bgcolor="#B3C4FF">Condition Monitor</th></tr>
<tr><th class=col colspan=2>Stun</th>
<th class=col colspan=2>Physical</th>
<th class=col colspan=3>Overdamage</th></tr>
<tr><td width="25%" rowspan=2>+1 to TNs(-1 Init)</td>
<th width="5%" class=h2>L</th>
<th width="5%" class=h2>L</th>
<td width="25%" rowspan=2>+1 to TNs (-1 Init)</td>
<td width="5%">&nbsp;</td>
<td width="5%">&nbsp;</td>
<td width="5%">&nbsp;</td></tr>
<tr><th class=h2>&nbsp;</th>
<th class=h2>&nbsp;</th>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><td rowspan=3>+2 to TNs (-2 Init)</td>
<th class=h2>M</th>
<th class=h2>M</th>
<td rowspan=3>+2 to TNs (-2 Init)</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><th class=h2>&nbsp;</th>
<th class=h2>&nbsp;</th>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><th class=h2>&nbsp;</th>
<th class=h2>&nbsp;</th>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
</tr>
<tr><td rowspan=4>+3 to TNs (-3 Init)</td>
<th class=h2>S</th>
<th class=h2>S</th>
<td rowspan=4>+3 to TNs (-3 Init)</td>
</tr>
<tr><th class=h2>&nbsp;</th>
<th class=h2>&nbsp;</th>
<td colspan=4 rowspan=4></td>
</tr>
<tr><th class=h2>&nbsp;</th>
<th class=h2>&nbsp;</th>
</tr>
<tr><th class=h2>&nbsp;</th>
<th class=h2>&nbsp;</th>
</tr>
<tr><td>Unconscious</td>
<th class=h2>D</th>
<th class=h2>D</th>
<td>Dying</td>
</tr>
<tr><th colspan=7>Stun overflows into Physical</th></tr>
<tr><th colspan=7>+ TN# = -REAC#</th></tr>
</table>
</div>

</td></tr>
<tr><td colspan=3>
<!-- Skills -->
<table border=0 cellspacing=0 width="100%">
<tr><th class=heading colspan=9 bgcolor="#B3C4FF">Skills</th></tr>
<tr><th class=col width="50%">Active</th>
<th class=col width="50%">Knowledge & Language</th></tr>
<tr><td class=l>Pole Arms:Staffs/Telescoping Staff [3/5]</td>
<td class=1><p align="left">Arms Dealers(KNO) [2]</th></tr>
<tr><td class=l>Projectile Weapons/Pull Bows [3/5]</td>
<td class=1><p align="left">Criminal Organizations(KNO) [2]</th></tr>
<tr><td class=l>Throwing Weapons/Grenades [3/5]</td>
<td class=1><p align="left">Gang Identification(KNO) [2]</th></tr>
<tr><td class=l>Unarmed Combat-SR3/Fists [3/5]</td>
<td class=1><p align="left">Gang Turf(KNO) [2]</th></tr>
<tr><td class=l>Athletics [3]</td>
<td class=1><p align="left">Safehouse Locations(KNO) [1]</th></tr>
<tr><td class=l>Stealth [3]</td>
<td class=1><p align="left">Security Companies(KNO) [1]</th></tr>
<tr><td class=l>Etiquette/Street [1/3]</td>
<td class=1><p align="left">Security Procedures(KNO) [1]</th></tr>
<tr><td class=l>Bike [1]</td>
<td class=1><p align="left">AC:Security Design(KNO) [1]</th></tr>
<tr><td class=l>Bike B/R [1]</td>
<td class=1><p align="left">AC:Security Systems(KNO) [1]</th></tr>
<tr><td class=l>Car B/R [1]</td>
<td class=1><p align="left">AC:Engineering(KNO) [2]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left">AC:History(KNO) [1]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left">IN:Cooking(KNO) [1]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left">IN:Cuisine(KNO) [1]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left">IN:Literature(KNO) [1]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left">IN:Classical Music(KNO) [1]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left">English(LAN)/Cityspeak [2/4]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left"> English(LAN) (RW) [1]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left">Japanese(LAN) [3]</th></tr>
<tr><td class=l>&nbsp;</td>
<td class=1><p align="left"> Japanese(LAN) (RW) [1]</th></tr>
<tr><td class=l>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><td class=l>&nbsp;</td>
<td>&nbsp;</td></tr>
</table>
</td></tr>
<!-- Cyber -->
<tr><td colspan=3>
<table border=0 cellspacing=0 width="100%">
<tr><th class=heading colspan=5 bgcolor="#B3C4FF">Cyberware</th></tr>
<tr><th class=col width="40%">Name</th>
<th class=col width="5%">Slot(1-6)</th>
<th class=col width="10%">Stress</th>
<th class=col width="45%">Notes</th>
</tr>
<tr><td class=l>Bone Lace, Plastic(A) E:0,40</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.302|Unarmed = (STR+2)M Stun, +1BOD</td></tr>
<tr><td class=l>Boosted Reflexes [1](A) E:0,40</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.302|+1INI</td></tr>
<tr><td class=l>Body Compartment E:0,20</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.23|Hollow area of body to hold small items</td></tr>
<tr><td class=l>Datajack E:0,20</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.298|</td></tr>
<tr><td class=l>Skillwires [5] MP 75 E:1,00</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.302|</td></tr>
<tr><td class=l>Expert Chipjack Dvr [3] E:0,30</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.19|+3 Pool for Skillsofts</td></tr>
<tr><td class=l>MultiSlot Chipjack 2(A) E:0,20</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.21|Holds 2 chips, access to datasofts and knowsofts</td></tr>
<tr><td class=l>Knowsoft Link E:0,10</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.298|Access headware/datajack knowsofts</td></tr>
<tr><td class=l>Math SPU [3] E:0,20</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.21|+3 Hacking Pool, Complementary Math Skill (6), stopwatch, alarm clock, chronometer</td></tr>
<tr><td class=l>Commlink [6] E:0,30</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.298|Monitor 12 radio or telephone frequencies</td></tr>
<tr><td class=l>Transducer E:0,10</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.19|Translates mental impulses to words</td></tr>
<tr><td class=l>Eyes, Cyber Replacement E:0,20</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.300|Holds .5 Essence of eye mods free of Essence cost</td></tr>
<tr><td class=l>+ Eyes, Flare Comp(A) E:0,08</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.300|Eliminate glare modifiers</td></tr>
<tr><td class=l>+ Eyes, Vis Mag Ele[3](A) E:0,08</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.300|Undetectable, see pages SR3-110 and SR3-280 for effects</td></tr>
<tr><td class=l>+ Eyes, Thermographic(A) E:0,16</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.300|Thermographic vision</td></tr>
<tr><td class=l>+ Eyes, Low-Light(A) E:0,16</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.300|Low-light vision</td></tr>
<tr><td class=l>+ Eyes, Light Systems(A) E:0,16</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.15|-4 darkness modifiers, -6 for low-light vision</td></tr>
<tr><td class=l>+ Eyes, Image Link(A) E:0,16</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.300|Display text and images in field of vision</td></tr>
<tr><td class=l>+ Eyes, Prot. Covers, mirrored E:0,00</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>sr3.300|Protect eyes</td></tr>
<tr><td class=l>Jolt-Alert E:0,10</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.29|Wake with no ill effects</td></tr>
<tr><td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td></tr>
</table>
</td></tr> <!-- Cyber -->

<!-- Bio -->
<tr><td colspan=3>
<table border=0 cellspacing=0 width="100%">
<tr><th class=heading colspan=5 bgcolor="#B3C4FF">Bioware</th></tr>
<tr><th class=col width="40%">Name</th>
<th class=col width="5%">Slot(1-6)</th>
<th class=col width="10%">Stress</th>
<th class=col width="45%">Notes</th>
</tr>
<tr><td class=l>Enhanced Articulation BI:0,60</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.066|+1RCT, 1 addt'l die to Combat, Physical, Technical,& B/R skill tests</td></tr>
<tr><td class=l>Suprathyroid Gland BI:1,40</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.069|+1RCT,+1STR,+1QCK,+1BOD</td></tr>
<tr><td class=l>Muscle Augmentation[1] BI:0,40</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.067|+1STR</td></tr>
<tr><td class=l>Muscle Toner[2] BI:0,80</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.067|+2QCK</td></tr>
<tr><td class=l>Synthacardium[2] BI:0,30</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>mm.070|+2 die Athletics and heart resistance test</td></tr>
<tr><td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td>
<td class=l>&nbsp;</td></tr>
</table>
</td></tr> <!-- Bio -->


<tr><td colspan=3>
<table border=0 cellspacing=0 width="100%">
<tr><th class=heading colspan=6 bgcolor="#B3C4FF">Contacts</th></tr>
<tr><th class=col width="25%">Name</th>
<th class=col width="12%">Occup.</th>
<th class=col width="10%">Archetype</th>
<th class=col width="25%">Race/Desc</th>
<th class=col width="15%">Location/LTG#</th>
<th class=col width="5%">Lev</th></tr>
<tr><td class=l>Freebie1 Level 1</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>/</td>
<td class=c>1</td></tr>
<tr><td class=l>Freebie2 Level 1</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>/</td>
<td class=c>1</td></tr>
<tr><td class=l>Freebie3 Level 2</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>/</td>
<td class=c>2</td></tr>
<tr><td class=l>Gekauft 1 Level 2</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>/</td>
<td class=c>2</td></tr>
<tr><td class=l>Gekauft 2 Level 1</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>/</td>
<td class=c>1</td></tr>
<tr><td class=l>Gekauft 3 Level 1</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>/</td>
<td class=c>1</td></tr>
<tr><td>&nbsp;</td><td>&nbsp;</td><td>&nbsp;</td>
<td>&nbsp;</td><td>&nbsp;</td><td>&nbsp;</td></tr>
</table>
</td></tr>
<!-- Contacts -->
<!-- Gear -->
<tr><td colspan=3>
<div class=l>
<table border=0 cellspacing=0 width="100%">
<th class=col width="43%" bgcolor="#B3C4FF">Not Carried Gear</th>
<th class=col width="7%">Wt</th>
<th class=col width="43%" bgcolor="#B3C4FF">Carried Gear</th>
<th class=col width="7%">Wt</th></tr>
<tr><td width="43%">[10]Music: Disk/Chip @sr3.285</td>
<td width="7%">-</td>
<td width="43%">SkillSoft Jukebox 75MP 15 prts (DNI)@sr3.296</td>
<td width="7%">&nbsp;</td></tr>
<tr><td>Music: Playback Unit @sr3.285</td>
<td>.5</td>
<td>ActiveSoft Gen. [5] Heavy Weapons @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Music: Quad Speakers @sr3.285</td>
<td>5</td>
<td>ActiveSoft Gen. [5] Pistols @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>[10]Video Disk/Chip @sr3.285</td>
<td>-</td>
<td>ActiveSoft Gen. [5] Computer @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Video Playback Unit @sr3.285</td>
<td>.5</td>
<td>ActiveSoft Gen. [5] Biotech @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Video Screen @sr3.285</td>
<td>3</td>
<td>ActiveSoft Gen. [5] Demolitions @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Basic Pocket Secretary @sr3.287</td>
<td>.5</td>
<td>ActiveSoft Gen. [5] Instruction @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Telecom (100Mp) @sr3.286</td>
<td>5</td>
<td>ActiveSoft Gen. [5] Negotiation @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Nav-Dat GPS @sr3.295,cc.122</td>
<td>.5</td>
<td>ActiveSoft Gen. [5] Disguise @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Glasscutter Rating [6] @sota.97</td>
<td>-</td>
<td>ActiveSoft Gen. [5] Electronics @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Suction Cup @sota.97</td>
<td>1</td>
<td>ActiveSoft Gen. [5] Lockpicking @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Insulated Gloves @sr3.XXX</td>
<td>0</td>
<td>ActiveSoft Gen. [5] Small Unit Tactics @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Wire Cutters @sr3.294</td>
<td>1</td>
<td>ActiveSoft Gen. [5] Car @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Lockpick Set @sota.100</td>
<td>1</td>
<td>ActiveSoft Gen. [5] Clubs @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Large Military Rucksack @sota.75</td>
<td>.5</td>
<td>ActiveSoft Gen. [5] Edged Weapons @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Grapple Gun @sr3.295</td>
<td>2</td>
<td>ActiveSoft Gen. [5] Gunnery @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Stealth Grapple Line (100m) @sr3.295</td>
<td>3</td>
<td>ActiveSoft Gen. [5] SMG @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Stealth Line Catalyst Stick @sr3.295</td>
<td>0</td>
<td>ActiveSoft Gen. [5] Rifles @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Rappelling Gloves @sr3.295,fof.56</td>
<td>-</td>
<td>ActiveSoft Gen. [5] Whips @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>General Kit @sr3.288</td>
<td>5</td>
<td>ActiveSoft Gen. [5] Assault Rifle @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>General Shop @sr3.288</td>
<td>-</td>
<td>ActiveSoft Gen. [5] Shotguns @sr3.296</td>
<td>&nbsp;</td></tr>
<tr><td>Bio-Monitor @sr3.304</td>
<td>1</td>
<td>Wrist Phone w/Flip-Up Screen @sr3.287</td>
<td>-</td></tr>
<tr><td>Medkit Rating 6 @mm.138</td>
<td>6</td>
<td>DocWagon: Gold Service @sr3.304</td>
<td>-</td></tr>
<tr><td>[10]Medkit Supplies @sr3.304</td>
<td>-</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><td>Cologne (1 chem, 100 doses) @sta2.035</td>
<td>-</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><td>Deodorant, roll-on(1chm,100ds) @sta2.035</td>
<td>-</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><td>Aerosol (1 chem, 200 doses) @sta2.035</td>
<td>-</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><td>Magemask @mits.170</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td></tr>
<tr><td>&nbsp;</td><td>&nbsp;</td><td>Total Weight</td>
<td>15</td></tr>
</table>
</td></tr>

<tr><td colspan=4>
<!-- LINKS -->
<table border=0 cellspacing=0 width="100%">
<tr><th class=heading colspan=9 bgcolor="#B3C4FF">LINKS</th></tr>
<Tr>
<Td><Strong><a href="Thomas%20Jonathan%20JacksonDir/Weapons.htm">WEAPONS</a></Strong></Td>
</TR>
</table></td></tr>
</table> <!-- RL and RR columns -->
</td>
</tr>
</table> <!-- Left and Right columns -->
</body>
</html>


copy into new text file. save as html.
in theory it should give you the base character sheet and a general idea.
it is made in NSRCG3 and a legal character according to the program at least.
also, 2 essence left and some room for improvement and not helpless even if
his external gear is unavailable.

Level 5 Skillwires is perfectly fine to have.
No need to go any higher.
get some pool modifiers going.
i think he should have 8 to 10 dice for all of his skill rolls.
and the skills usable without any gear at hand are his own.
so even if you take away all his toys, you still have to deal
with a very angry 3m tall 300 kilo hulk of muscle that knows
how to turn himself and everything he can lift (so basically anything)
into a weapon.

ah, i have found the full version in my archive, tell me a one click hoster without account and i will drop you a .rar file with the NSRCG file and the HTML files.

OH RIGHT!
I actually found a way around the losing of the gear stuff a bit . .
There is the Skillsoft-Jukebox.
There is the Body Compartment Cyberware.
Nowhere does it say that the Chipjack and Datajack have to be
in a specific place on the body.
So, Compartment. Jacks. Put Jukebox in there with chips and
hook it up.
Put armor OVER IT.
Control the jukebox via the DNI of the Datajack.
Now try and take it from him.
Bodak
QUOTE (Stahlseele @ Oct 18 2022, 10:30 PM) *
copy into new text file. save as html.

ah, i have found the full version in my archive, tell me a one click hoster without account and i will drop you a .rar file with the NSRCG file and the HTML files.
The NSRCG.SR3 file is just plaintext. You can open it in Notepad and copy its contents into a codeblock here if you want to distribute it.

That being the case, do you want a Knowsoft Link if you already have a Chipjack? I suspect the Knowsoft Link is redundant. And do you want Activesofts in combat skills when you cannot use Combat Pool without DIMAP? I would mostly keep Activesofts to skills without pools, or get DIMAP to use pools, if you want to be able to stage effectively.

QUOTE (Stahlseele @ Oct 18 2022, 10:30 PM) *
There is the Skillsoft-Jukebox. There is the Body Compartment Cyberware.
Nowhere does it say that the Chipjack and Datajack have to be in a specific place on the body.
So, Compartment. Jacks. Put Jukebox in there with chips and hook it up.
You can explicitly connect datajacks / chipjacks to body compartments (MM.26) although the DNI is a dedicated datajack designed to be installed in a body compartment to connect its contents to the brain (MM.38). A Body Compartment (M&M.27) holds an item up to Concealability 9 so to improve the Jukebox from Concealability 6, you'd need to use the miniaturisation rules on SR3.291 which scale up from the base cost of the Jukebox which itself scales up from the MP requirement of the Jukebox which was the focus of this question; how do you determine the necessary MP value of the Jukebox? And if you copy all your skillsoft OCCs onto the Jukebox's storage memory (or onto an OMC slotted in it) then you might as well set the #ports to 1 since you don't need a large array of external chips at that point. In which case, just ditch the Jukebox entirely and plug the OMC (concealability 12) directly into your chipjack. It's a poorly explained item. Good concept on the surface, but its usecase(s) weren't thoroughly worked through. SR4a.339 says "Datajacks are equipped with their own memory storage for downloading or saving files" and got rid of the Jukebox -- so I guess they figured it out for Fourth Edition.

QUOTE (Cochise @ Oct 18 2022, 08:20 PM) *
Personally I always saw skillwires as a variation of the "Jack of All Trades - Master of None" trope
Agreed. If you go with the 1050Y per Karma exchange rate (SRC.80, MitS.100, MitS.169, SotA64.30) you can compare how much it costs to gain a skill naturally versus electronically. Even if you consider the support hardware (the skillwires and expert driver) to be a write-off, the chips themselves with Options to make them equivalent to natural skills are a comparable cost. But as the jack-of-all-trades, if the Johnson says you'll need Underwater Demolitions for this job and you're leaving in 2 days, acquiring a chip means you can satisfy the requirement. Going home and ordering textbooks and cramming, means your team misses the boat.
Stahlseele
OK, here is the non finalized NSRCG.sr3 File:
CODE
[System]
Generator=Points
Finalize=False
VirtSeat=False
GenMode= 0
Version=3.69-19.03.2006
[PointSys]
MaxPoints= 123
Rsel=2
chkMagic=0
MSel=0
Magic= 3
Attributes= 30
Skills= 27
MaxMoney= 1000000
ResourceSel=7
Meta=0
Ghoul=0
Otaku=0
Surge=0
Drake=0
ShapeShift=0
MageCost=30
AspectCost=25

[Race]
Rsel= 4
SelIndex=-1
chkAlbino=0
RaceName=Troll
RaceDesc1=Thermographic_Vision
RaceDesc2=Dermal_Armor(+1BOD)
RaceDesc3=Reach_(+1)
RaceDesc4=BIO:_BioIndex:Symbiotes_do_NOT_count_against_healing_periods.
RaceDesc5=Bio:Bioware_MM-77
RaceDesc6=Bio:Longer_Heal_+2TN_Heal
RaceDesc7=Bio:Bioware_Stress_Levels
RaceDesc8=Bio:Lesser_Immunity_+2Power
RunMult=3

[General]
CharName=Thomas Jonathan Jackson
RealName=John Jonah Jameson Jr.
StreetName1=Stonewall
StreetName2=Little_John
StreetName3=TJ
StreetName4=JJ
StreetName5=Blaster
LifeStyle1=Perm_St:change_this~1~0~1~1~0~01/50~change_this~~~~N
LifeStyle2=Perm_Sq:change_this~1~7~1~1~14000~01/50~change_this~~~~N
LifeStyle3=(12)_Lo:Seattle,_eigene_kleine_Pr~0~13~0~12~16800~01/50~Seattle,_eigene_kleine_Privatwohnung~~~~N
LifeStyle4=(12)_Mi:Denver,_Geschäftswohnung,~0~19~0~12~84000~01/50~Denver,_Geschäftswohnung,_zur_Verfügung_gestellt_von_Stefan_Janssen_für_ein_J
ahr._~~~~N
BirthDate=20.06.2030
BirthPlace=Seattle
BirthNotes=
Sex=Male
Height=300
Weight=200
Hair=Dunkelbraun, zurückgekämmt
Eyes=Ehemals leuchtend rot, jetzt hinter verspiegeltem Chrom
Notes=Graue,_für_einen_Troll_-_speziell_einen_mit_seinem_Lebenslauf_-_erstaunlich_glatte_Haut.
Archtype=Ehemaliger_Bodyguard
CreationDate=14.12.2012
ModDate=10.03.2013
Creator=Neke
CurMoney= 999973
ProgramMode= 0
GifFile=sr3logo.gif

[Edges]
Edge0=Allergy_Com_&_Mod.->Dogs~-4~src.18~~Contact_with_the_substance_is_painful._Power_+2_for_weapons_made_out_o
f_the_substance_when_used_against_the_character.~N

[Attributes]
MaxAttributes=30
BeCKScost= 0
IFM= 0
Body=6|+5|1|2|12(14)
Quickness=6|-1|3|0|8
Strength=6|+4|2|0|12
Charisma=4|-2|0|0|2
Intelligence=6|-2|0|0|4
Willpower=2|0|0|0|2
Essence=6|0|0|-4,00|2,00
Magic=0|0|-1,75|0|0
Reaction=6|0|2|0|8
Initiative=1|0|0|1|1(2)

BodyMax=6
QuicknessMax=6
StrengthMax=6
CharismaMax=6
IntelligenceMax=6
WillpowerMax=6
BodyRaceMaxMod=0
QuicknessRaceMaxMod=0
StrengthRaceMaxMod=0
CharismaRaceMaxMod=0
IntelligenceRaceMaxMod=0
WillpowerRaceMaxMod=0
e_armor_impactArmorMod=0
e_armor_ballisticArmorMod=0

[Pools]
Combat=7
Control=0
Hacking=0
Spell=0
Task=0
CombatPoolMod=0

[Skills]
SkillsBeCKScost=27
SkillsBeCKSKnowCost=26
SkillsBeCKSActCost=27
Skill0=Pole_Arms:Staffs(STR)/Telescoping_Staff~[3/5]=4
Skill1=Projectile_Weapons(STR)/Pull_Bows~[3/5]=4
Skill2=Throwing_Weapons(STR)/Grenades~[3/5]=4
Skill3=Unarmed_Combat-SR3(STR)/Fists~[3/5]=4
Skill4=Athletics(BOD)~[3]=3
Skill5=Stealth(QCK)~[3]=3
Skill6=Etiquette(CHA)/Street~[1/3]=2
Skill7=Bike(REA)~[1]=1
Skill8=Bike_B/R(INT)~[1]=1
Skill9=Car_B/R(INT)~[1]=1
Skill10=ST:Arms_Dealers(KNO)~[2]=2
Skill11=ST:Criminal_Organizations(KNO)~[2]=2
Skill12=ST:Gang_Identification(KNO)~[2]=2
Skill13=ST:Gang_Turf(KNO)~[2]=2
Skill14=ST:Safehouse_Locations(KNO)~[1]=1
Skill15=ST:Security_Companies(KNO)~[1]=1
Skill16=ST:Security_Procedures(KNO)~[1]=1
Skill17=AC:Security_Design(KNO)~[1]=1
Skill18=AC:Security_Systems(KNO)~[1]=1
Skill19=AC:Engineering(KNO)~[2]=2
Skill20=AC:History(KNO)~[1]=1
Skill21=IN:Cooking(KNO)~[1]=1
Skill22=IN:Cuisine(KNO)~[1]=1
Skill23=IN:Literature(KNO)~[1]=1
Skill24=IN:Classical_Music(KNO)~[1]=1
Skill25=English(LAN)/Cityspeak~[2/4]=3
Skill26=__English(LAN)__(RW)~[1]=0
Skill27=Japanese(LAN)~[3]=3
Skill28=__Japanese(LAN)__(RW)~[1]=0
MaxSkills= 27
Uneducated=0

[Cyberware]
SensitiveSystem=0
AllCostsDouble=0
Cyber0=Bone_Lace,_Plastic(A)~0,40~15000~sr3.302~+1BOD,~6P-N~Unarmed_=_(STR+2)M_Stun,_+1BOD~~~5~N
Cyber1=Boosted_Reflexes_[1](A)~0,40~30000~sr3.302~+1INI,~8P-Q~+1INI~~~3~N
Cyber2=Body_Compartment~0,20~5000~mm.23~~Legal~Hollow_area_of_body_to_hold_small
_items~~~4~N
Cyber3=Datajack~0,20~1000~sr3.298~+1DJK~Legal~~~H~0~N
Cyber4=Skillwires_[5]_MP_75~1,00~187500~sr3.302~~Legal~~~~5~N
Cyber5=Expert_Chipjack_Dvr_[3]~0,30~15000~mm.19~~Legal~+3_Pool_for_Skillsofts~~H
~4~N
Cyber6=MultiSlot_Chipjack_2(A)~0,20~4000~mm.21~~Legal~Holds_2_chips,_access_to_d
atasofts_and_knowsofts~~H~3~N
Cyber7=Knowsoft_Link~0,10~1000~sr3.298~~Legal~Access_headware/datajack_knowsofts~~H~3~N
Cyber8=Math_SPU_[3]~0,20~11000~mm.21~+3HAC~Legal~+3_Hacking_Pool,_Complementary_
Math_Skill_(6),_stopwatch,_alarm_clock,_chronometer~~H~6~N
Cyber9=Commlink_[6]~0,30~30000~sr3.298~~Legal~Monitor_12_radio_or_telephone_freq
uencies~~~3~N
Cyber10=Transducer~0,10~2000~mm.19~~Legal~Translates_mental_impulses_to_words~~~
4~N
Cyber11=Eyes,_Cyber_Replacement~0,20~5000~sr3.300~~Legal~Holds_.5_Essence_of_eye
_mods_free_of_Essence_cost~0.5~E~2~N
Cyber12=+_Eyes,_Flare_Comp(A)~0,08~4000~sr3.300~~Legal~Eliminate_glare_modifiers
~~E~5~N
Cyber13=+_Eyes,_Vis_Mag_Ele[3](A)~0,08~22000~sr3.300~~Legal~Undetectable,_see_pa
ges_SR3-110_and_SR3-280_for_effects~~E~8~N
Cyber14=+_Eyes,_Thermographic(A)~0,16~6000~sr3.300~~Legal~Thermographic_vision~~
E~4~N
Cyber15=+_Eyes,_Low-Light(A)~0,16~6000~sr3.300~~Legal~Low-light_vision~~E~4~N
Cyber16=+_Eyes,_Light_Systems(A)~0,16~2400~mm.15~~1.50~-4_darkness_modifiers,_-6_for_low-light_vision~~E~4~N
Cyber17=+_Eyes,_Image_Link(A)~0,16~3200~sr3.300~~Legal~Display_text_and_images_i
n_field_of_vision~~E~4~N
Cyber18=+_Eyes,_Prot._Covers,_mirrored~0,00~600~sr3.300~~Legal~Protect_eyes~~E~4
~N
Cyber19=Jolt-Alert~0,10~1500~mm.29~~Legal~Wake_with_no_ill_effects~~~4~N

CurrentEssence=2.00

[Bioware]
Bio0=Enhanced_Articulation~0,60~40000~mm.066~s~+1NCT,~+1RCT,_1_addt'l_die_to_Combat,_Physical,_Technical,&_B/R_skill_tests~5~~~N
Bio1=Suprathyroid_Gland~1,40~50000~mm.069~s~+1NCT,+1RTR,+1RCK,+1ROD,+1STG,~+1RCT
,+1STR,+1QCK,+1BOD~8~~~N
Bio2=Muscle_Augmentation[1]~0,40~20000~mm.067~s~+1RTR,~+1STR~6~~~N
Bio3=Muscle_Toner[2]~0,80~50000~mm.067~s~+2RCK,~+2QCK~6~~~N
Bio4=Synthacardium[2]~0,30~15000~mm.070~s~~+2_die_Athletics_and_heart_resistance
_test~4~~~N

BioIndex=3.50

[Magic]
MageType=Not Selected
Adept=9
Magic=3
PhysAdMagic= 0
Max_Spells=0
Cur_Spells=0
BoughtSpellPts=0
AdeptSpellPts=0
TotemInfo=
InitText=
[Gear]
Gear0=Ranger-X_Bow_(for_STR12)_(Bow)_~2|2|2+|16M|1|5/36hrs|1440|2|5P-D|cc.13|
Gear1=Bow_Accessory_Mount_~2|-1|-|-|.1|2/24hrs|100|.9|Legal|cc.13|
Gear2=__Laser_Sight_(Extended)_~6|Top/Under|(-1)|-|.25|8/48hrs|1500|1||cc.35|
Gear3=[100]Ranger-X_Arrows_~2|4|-|As_bow|.08|4/36hrs|18|1|10P-D|cc.13|
Gear4=X:SkillSoft_Jukebox_75MP_15_prts_(DNI)~20|Juk|1|75|3/72hrs|33750|1|sr3.296|
Gear5=X:ActiveSoft_Gen._[5]_Heavy_Weapons_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear6=X:ActiveSoft_Gen._[5]_Pistols_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear7=X:ActiveSoft_Gen._[5]_Computer_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear8=X:ActiveSoft_Gen._[5]_Biotech_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear9=X:ActiveSoft_Gen._[5]_Demolitions_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear10=X:ActiveSoft_Gen._[5]_Instruction_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear11=X:ActiveSoft_Gen._[5]_Negotiation_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear12=X:ActiveSoft_Gen._[5]_Disguise_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear13=X:ActiveSoft_Gen._[5]_Electronics_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear14=X:ActiveSoft_Gen._[5]_Lockpicking_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear15=X:ActiveSoft_Gen._[5]_Small_Unit_Tactics_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear16=X:ActiveSoft_Gen._[5]_Car_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear17=X:ActiveSoft_Gen._[5]_Clubs_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear18=X:ActiveSoft_Gen._[5]_Edged_Weapons_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear19=X:ActiveSoft_Gen._[5]_Gunnery_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear20=X:ActiveSoft_Gen._[5]_SMG_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear21=X:ActiveSoft_Gen._[5]_Rifles_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear22=X:ActiveSoft_Gen._[5]_Whips_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear23=X:ActiveSoft_Gen._[5]_Assault_Rifle_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear24=X:ActiveSoft_Gen._[5]_Shotguns_~20|Active|5|75|6/4days|7500|1.25|sr3.296|
Gear25=Telescoping_Staff(POL)_~1|5/2|2|(STR+2)M_Stun|3|4/48hrs|100|1|cc.10|||
Gear26=X:Chain(WHP)_~1|10|1|(STR+2)M_Stun|5|2/6hrs|10|1|cc.11|||
Gear27=X:Hardliner_Gloves(UNA)_~1|9|-|(STR+1)M_Stun|.5|2/24hrs|300|.75|cc.49|||
Gear28=X:Shock_Glove(UNA)_~1|9|-|7S_Stun|.5|5/48hrs|950|2|sr3.275|||
Gear29=[20]Ordinary_Clothing_~8|-|-|-|20|Always|50|.8|sr3.284|
Gear30=[10]Fine_Clothing_~8|-|-|-|10|Always|500|1|sr3.284|
Gear31=[5]Tres_Chic_Clothing_~8|-|-|-|5|Always|1000|1|sr3.284|
Gear32=X:Secure_Long_Coat_~8|10|4|2|2|3/24hrs|650|.9|sr3.284|
Gear33=X:Form-fitting_Full-Body_Suit_~8|12|4|1|1|6/2wks|2000|1|cc.51|
Gear34=Camo_Full_Suit_(Urban)_~8|-|5|3|2|5/36hrs|1200|1|sr3.284|
Gear35=X:Forearm_Guards_~8|12|0|1|.2|5/36hrs|250|.75|cc.51|
Gear36=X:Victory_"Industrious"_Hardhat_~8|-|-|+1|.5|2/24hrs|300|.5|cc.49|
Gear37=X:Victory_"Industrious"_Winter._~8|10|4|4|5|2/24hrs|1000|.75|cc.49|
Gear38=X:Armanté_"Ancien"_Shawl_~8|14|1|0|.3|2/48hrs|750|.75|cc.46|
Gear39=Standard_Credstick[4]/John_Jonah_Jameson_Jr._~38|-|4|-|4/24hrs|16000|1|sr3.239|
Gear40=Forged_Credstick[4]/Thomas_Jonathan_Jackson_~38|-|4|-|4/24hrs|16000|1|sr3.239|
Gear41=[10]Music:_Disk/Chip_~14|12|-|Always|20|.75|sr3.285|
Gear42=Music:_Playback_Unit_~14|9|.5|Always|200|.75|sr3.285|
Gear43=Music:_Quad_Speakers_~14|-|5|Always|100|.75|sr3.285|
Gear44=[10]Video_Disk/Chip_~14|12|-|always|20|.75|sr3.285|
Gear45=Video_Playback_Unit_~14|8|.5|Always|400|.75|sr3.285|
Gear46=Video_Screen_~14|-|3|always|150|.75|sr3.285|
Gear47=Basic_Pocket_Secretary_~14|8|.5|Always|2000|1|sr3.287|
Gear48=Telecom_(100Mp)_~14|-|5|Always|3000|1|sr3.286|
Gear49=X:Wrist_Phone_w/Flip-Up_Screen_~14|8|-|Always|150|1|sr3.287|
Gear50=Nav-Dat_GPS_~10|8|.5|6/48hrs|700|1|sr3.295,cc.122|
Gear51=Glasscutter_Rating_[6]_~21|10|6|-|2/24hrs|18|.5|sota.97|
Gear52=Suction_Cup_~10|6|1|4/48hrs|10|1|sota.97|
Gear53=Insulated_Gloves_~10|9|0|Always|100|1|sr3.XXX|
Gear54=Wire_Cutters_~10|12|1|Always|25|1|sr3.294|
Gear55=Lockpick_Set_~10|10|1|6/1wk|50|2|sota.100|
Gear56=Large_Military_Rucksack_~10|-|.5|2/12hrs|140|1|sota.75|
Gear57=Grapple_Gun_~10|7|2|4/36hrs|450|2|sr3.295|
Gear58=Stealth_Grapple_Line_(100m)_~10|3|3|6/72hrs|85|3|sr3.295|
Gear59=Stealth_Line_Catalyst_Stick_~10|9|0|6/72|120|2|sr3.295|
Gear60=Rappelling_Gloves_~10|9|-|always|70|1|sr3.295,fof.56|
Gear61=General_Kit_~10|3|5|5/48hrs|500|2|sr3.288|
Gear62=General_Shop_~10|-|-|8/72hrs|5000|3|sr3.288|
Gear63=Bio-Monitor_~13|2|6/72hrs|1|1000|2|sr3.304|
Gear64=Medkit_Rating_6_~13|6|5/24hrs|6|320|1.5|mm.138|
Gear65=[10]Medkit_Supplies_~13|-|2/24hrs|-|50|1.5|sr3.304|
Gear66=X:DocWagon:_Gold_Service_~13|-|On_Payment|-|25000|1|sr3.304|
Gear67=Cologne_(1_chem,_100_doses)_~11|9|-|1000|2|8/96hrs|sta2.035|
Gear68=Deodorant,_roll-on(1chm,100ds)_~11|9|-|1000|2|8/96hrs|sta2.035|
Gear69=Aerosol_(1_chem,_200_doses)_~11|9|-|2000|2|8/96hrs|sta2.035|
Gear70=Magemask_~15|0|4/48hrs|200|2|mits.170|
Gear71=Defiance_Super_Shock____(Tasr)_~3|4|4(m)|SA|10S_Stun|2|5/24hrs|1000|1|Low-light_Scope|sr3.278|||
Gear72=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500|.9||sr3.282|
Gear73=__[100]Taser_Darts_~5|3|special|.05|6/36hrs|5|1.5|sr3.281|
Gear74=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150|.75||cc.33|
Gear75=Dart_Pistol_~3|7|5©|SA|(As_toxin)|1|6/2days|600|2|None|mm.116|||
Gear76=__[10]Dart,_Gamma-Scopolamine_~5|8|10D_stun|.01|8/2weeks|320|3|sr3.250|
Gear77=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500|.9||sr3.282|
Gear78=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150|.75||cc.33|
Gear79=Net_Gun_(Large)_________(NtGn)_~3|3|4(b)|SA|Special|4|8/36hrs|1150|2|None|cc.31|||
Gear80=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500|.9||sr3.282|
Gear81=__Net_Rnds_(Large)_~5|5|(See_Rules)|7|4/48hrs|3000|1|cc.40|
Gear82=__Sling_~6|-|-|-|.1|2/12hrs|20|1||cc.33|
Gear83=Savalette_Guardian_____(HPist)_(cl)~3|5|12©|SA/BF|9M|3|6/36hrs|900|2.5|RC(1),_Smartlink,_BF_=_Complex_Action|cc.19|||
Gear84=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500|.9||sr3.282|
Gear85=__Sound_Suppresser_~6|Barrel|(-2)|-|.5|6/48hrs|750|2||sr3.282|
Gear86=__12-Rnd_Clip_(EX_Explosive)_~5|8|-|1|6/72hrs|125|1.5|sr3.281|
Gear87=__[10]12-Rnd_Clip_(EX_Explosive)_~5|8|-|10|6/72hrs|125|1.5|sr3.281|
Gear88=__12-Rnd_Clip_(Gel)_~5|8|-|1|4/48hrs|41|1|sr3.281|
Gear89=__[10]12-Rnd_Clip_(Gel)_~5|8|-|10|4/48hrs|41|1|sr3.281|
Gear90=__12-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|29|.75|sr3.281|
Gear91=__[10]12-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|29|.75|sr3.281|
Gear92=__12-Rnd_Clip_(Flechette)_(cl)~5|8|-|1|3/36hrs|125|.8|sr3.281|
Gear93=__[10]12-Rnd_Clip_(Flechette)_(cl)~5|8|-|10|3/36hrs|125|.8|sr3.281|
Gear94=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150|.75||cc.33|
Gear95=Ruger_Super_Warhawk____(HPist)_(cl)~3|4|6(cy)|SS|10M|2|3/24hrs|300|1|None|sr3.278|||
Gear96=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500|.9||sr3.282|
Gear97=__6-Rnd_Clip_(Explosive)_(cl)~5|8|-|1|3/36hrs|35|.8|sr3.281|
Gear98=__[10]6-Rnd_Clip_(Explosive)_(cl)~5|8|-|10|3/36hrs|35|.8|sr3.281|
Gear99=__6-Rnd_Clip_(Flechette)_(cl)~5|8|-|1|3/36hrs|65|.8|sr3.281|
Gear100=__[10]6-Rnd_Clip_(Flechette)_(cl)~5|8|-|10|3/36hrs|65|.8|sr3.281|
Gear101=__6-Rnd_Clip_(Gel)_(cl)~5|8|-|.9|4/48hrs|23|1|sr3.281|
Gear102=__[10]6-Rnd_Clip_(Gel)_(cl)~5|8|-|.9|4/48hrs|23|1|sr3.281|
Gear103=__6-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|17|.75|sr3.281|
Gear104=__[10]6-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|17|.75|sr3.281|
Gear105=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150|.75||cc.33|
Gear106=Ares_Thunderer__________(ShtG)_(cl)~3|0|10©/10©|SA/BF|10S|6|8/1month|2925|3|Troll_Designed,_Heavy_Barrel(1RC),_Shock_Pads(1RC),_Foregrip(1RC)|
cc.78|||
Gear107=__Laser_Sight_(Extended)_~6|Top/Under|(-1)|-|.25|8/48hrs|1500|1||cc.35|
Gear108=__10-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|1|6/72hrs|105|1.5|sr3.281|
Gear109=__[10]10-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|10|6/72hrs|105|1.5|sr3.281|
Gear110=__10-Rnd_Clip_(Flechette)_(cl)~5|8|-|1|3/36hrs|105|.8|sr3.281|
Gear111=__[10]10-Rnd_Clip_(Flechette)_(cl)~5|8|-|10|3/36hrs|105|.8|sr3.281|
Gear112=__10-Rnd_Clip_(Gel)_(cl)~5|8|-|1|4/48hrs|35|1|sr3.281|
Gear113=__[10]10-Rnd_Clip_(Gel)_(cl)~5|8|-|10|4/48hrs|35|1|sr3.281|
Gear114=__10-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|25|.75|sr3.281|
Gear115=__[10]10-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|25|.75|sr3.281|
Gear116=__Sling_~6|-|-|-|.1|2/12hrs|20|1||cc.33|
Gear117=Remington_950___________(SptR)_(cl)~3|2|5(m)|SA|9S|4|3/24hrs|800|1|Mag:(1)|sr3.278|||
Gear118=__Silencer_~6|Barrel|(-2)|-|.2|4/48hrs|500|2||sr3.282|
Gear119=__Laser_Sight_(Extended)_~6|Top/Under|(-1)|-|.25|8/48hrs|1500|1||cc.35|
Gear120=__5-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|1|6/72hrs|55|1.5|sr3.281|
Gear121=__[10]5-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|10|6/72hrs|55|1.5|sr3.281|
Gear122=__5-Rnd_Clip_(Gel)_(cl)~5|8|-|.875|4/48hrs|20|1|sr3.281|
Gear123=__[10]5-Rnd_Clip_(Gel)_(cl)~5|8|-|.875|4/48hrs|20|1|sr3.281|
Gear124=__5-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|15|.75|sr3.281|
Gear125=__[10]5-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|15|.75|sr3.281|
Gear126=__Sling_~6|-|-|-|.1|2/12hrs|20|1||cc.33|
Gear127=Heckler_&_Koch_HK227_____(SMG)_(cl)~3|4|28©|SA/BF/FA|7M|4|4/24hrs|1500|.75|Laser_Sight,_Gas_Vent_II(2RC),_Retr._Stock(1RC)|sr3.278|||
Gear128=__Shock_Pads_(RC:1)_~6|-|-|1|.25|2/24hrs|200|.75|for_shotgun,_rifle_or_Hip_Brace|sr3.282|
Gear129=__Under_Barrel_Weight_~6|Under|(-1)|1|1|2/24hrs|50|1||cc.35|
Gear130=__28-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|2|6/72hrs|285|1.5|sr3.281|
Gear131=__[10]28-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|20|6/72hrs|285|1.5|sr3.281|
Gear132=__28-Rnd_Clip_(Gel)_(cl)~5|8|-|1|4/48hrs|89|1|sr3.281|
Gear133=__[10]28-Rnd_Clip_(Gel)_(cl)~5|8|-|10|4/48hrs|89|1|sr3.281|
Gear134=__28-Rnd_Clip_(Regular)_(cl)~5|8|-|2|2/24hrs|61|.75|sr3.281|
Gear135=__[10]28-Rnd_Clip_(Regular)_(cl)~5|8|-|20|2/24hrs|61|.75|sr3.281|
Gear136=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150|.75||cc.33|
Gear137=Ingram_Valiant___________(LMG)_(cl)~3|-|belt/50©|BF/FA|7S|9|6/5days|1500|2|Hip_Brace(1RC),_Gas_Vent_II(2RC)|sr3.279|||
Gear138=__Shock_Pads_(RC:1)_~6|-|-|1|.25|2/24hrs|200|.75|for_shotgun,_rifle_or_Hip_Brace|sr3.282|
Gear139=__Fore_Grip_~6|Under|(-1)|1|.5|2/24hrs|100|1||cc.35|
Gear140=__Personalized_Grip_~6|-|-|-|0|1/24hrs|200|1|1_RC_for_one_user_only,_Available_at_GM_option|cc.82|
Gear141=__50-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|4|6/72hrs|505|1.5|sr3.281|
Gear142=__50-Rnd_Clip_(Gel)_(cl)~5|8|-|2|4/48hrs|155|1|sr3.281|
Gear143=__50-Rnd_Clip_(Regular)_(cl)~5|8|-|3|2/24hrs|105|.75|sr3.281|
Gear144=__Sling_~6|-|-|-|.1|2/12hrs|20|1||cc.33|
Gear145=__Splash_Grenade,_Slip_Spray_~5|5|-|1|8/4days|150|2|mm.119|
Gear146=__IPE_Concussion_Grenade_(N)_~5|6|16M_Stun|.5|8/1wk|70|2|cc.41|
Gear147=__IPE_Concussion_Grenade_(N)_~5|6|16M_Stun|.5|8/1wk|70|2|cc.41|
Gear148=__IPE_Offensive_AP_Grenade_(N)_~5|6|15D(f)|.5|8/1wk|60|2|cc.41|
Gear149=__IPE_Offensive_HE_Grenade_(N)_~5|6|15S|.5|8/1wk|60|2|cc.41|
TotalWeight=15

[Vech]
Vech0=Harley-Davidson_Scorpion_______~24|4/5|120/6|2/1|2/2|-/0|4/60|2m|13500|2/24hrs|1||sr3.308,_r3.158||Choppers
Mod0=0
Mod1=0
ControlPoolMods=0
VCR=0

[Deck]
Mod0=0
Mod1=0
HackingPoolMods= 3
DeckInfo0=0
DeckInfo1=0
DeckInfo2=0
DeckInfo3=0
DeckInfo4=0
DeckInfo5=0
MPCP= 1
Persona0=1
Persona1=1
Persona2=1
Persona3=1
DeckName=
Otaku=0

[Contacts]
Contact0=Freebie1_Level_1~~~~~1~~~0
Contact1=Freebie2_Level_1~~~~~1~~~0
Contact2=Stefan_Janssen~Seattle~Freebie3_Level_2~~Company_Man___________________
~2~Mensch,_Männlich,_35_Jahre_alt,_Drei_tage_Bart,_kurzes_braunes_Haar.^`Ehemalige_Coonected_Level_2_Connection_für_Skillsoft_und_Skillwires_und_Zube
hör.~Der_Sohn_seines_letzten_Auftraggebers._Der_Vater_war_Chef_einer_kleinen_(meh
r_oder_weniger)_unabhängigen_Software-Schmiede,_die_sich_auf_Skillsofts_spezialisiert_hat._^`Schuldet_meinem_Troll_das_leben,_weil_er_auf_Anweisung_des_Vaters_den_Sohn(E
rben)_statt_den_Vater_gerettet_hat._~0
Contact3=Gekauft_1_Level_2~~~~~2~~~10000
Contact4=Gekauft_2_Level_1~~~~~1~~~5000
Contact5=Gekauft_3_Level_1~~~~~1~~~5000

[Karma]
TotalKarma=0
SpentKarma=0
RemainKarma=0
PropKarmaSpent=0
LostKarmaPool=
KarmaPool=1
AdvBeCKKarmaPoolMod=0
AdvBeckState=False
BadKarmaFlaw=False
KarmaChange=False

[GMInfo]
NoRulesMoney=10000
GM0=Freebie3_Contact_Added:_No_Rules_12-15-2012

And here is the finalized one:
CODE
[System]
Generator=Points
Finalize=True
VirtSeat=False
GenMode= 0
Version=3.69-19.03.2006
[PointSys]
MaxPoints= 123
Rsel=2
chkMagic=0
MSel=0
Magic= 3
Attributes= 30
Skills= 27
MaxMoney= 1202
ResourceSel=7
Meta=0
Ghoul=0
Otaku=0
Surge=0
Drake=0
ShapeShift=0
MageCost=30
AspectCost=25

[Race]
Rsel= 4
SelIndex=-1
chkAlbino=0
RaceName=Troll
RaceDesc1=Thermographic_Vision
RaceDesc2=Dermal_Armor(+1BOD)
RaceDesc3=Reach_(+1)
RaceDesc4=BIO:_BioIndex:Symbiotes_do_NOT_count_against_healing_periods.
RaceDesc5=Bio:Bioware_MM-77
RaceDesc6=Bio:Longer_Heal_+2TN_Heal
RaceDesc7=Bio:Bioware_Stress_Levels
RaceDesc8=Bio:Lesser_Immunity_+2Power
RunMult=3

[General]
CharName=Thomas Jonathan Jackson
RealName=John Jonah Jameson Jr.
StreetName1=Stonewall
StreetName2=Little_John
StreetName3=TJ
StreetName4=JJ
StreetName5=Blaster
LifeStyle1=Perm_St:change_this~1~0~1~1~0EE~01/50~change_this~~~~E
LifeStyle2=Perm_Sq:change_this~1~7~1~1~14000EE~01/50~change_this~~~~E
LifeStyle3=(12)_Lo:Seattle,_eigene_kleine_Pr~0~13~0~12~16800EE~01/50~Seattle,_eigene_kleine_Privatwohnung~~~~E
LifeStyle4=(12)_Mi:Denver,_Geschäftswohnung,~0~19~0~12~84000EE~01/50~Denver,_Geschäftswohnung,_zur_Verfügung_gestellt_von_Stefan_Janssen_für_ein_J
ahr._~~~~E
CredStick1=Standard~starting~1~0z~1202
CredStick2=Standard_Credstick[4]~John_Jonah_Jameson_Jr._~4~16000z~0
CredStick3=Forged_Credstick[4]~Thomas_Jonathan_Jackson_~4~16000z~0
BirthDate=20.06.2030
BirthPlace=Seattle
BirthNotes=
Sex=Male
Height=300
Weight=200
Hair=Dunkelbraun, zurückgekämmt
Eyes=Ehemals leuchtend rot, jetzt hinter verspiegeltem Chrom
Notes=Graue,_für_einen_Troll_-_speziell_einen_mit_seinem_Lebenslauf_-_erstaunlich_glatte_Haut.
Archtype=Ehemaliger_Bodyguard
CreationDate=14.12.2012
ModDate=19.10.2022
Creator=Neke
CurMoney= 0
ProgramMode= 1
GifFile=sr3logo.gif

[Edges]
Edge0=Allergy_Com_&_Mod.->Dogs~-4~src.18~~Contact_with_the_substance_is_painful._Power_+2_for_weapons_made_out_o
f_the_substance_when_used_against_the_character.~E

[Attributes]
MaxAttributes=30
BeCKScost= 0
IFM= 0
Body=6|+5|1|2|12(14)
Quickness=6|-1|3|0|8
Strength=6|+4|2|0|12
Charisma=4|-2|0|0|2
Intelligence=6|-2|0|0|4
Willpower=2|0|0|0|2
Essence=6|0|0|-4,00|2,00
Magic=0|0|-1,75|0|0
Reaction=6|0|2|0|8
Initiative=1|0|0|1|1(2)

BodyMax=6
QuicknessMax=6
StrengthMax=6
CharismaMax=6
IntelligenceMax=6
WillpowerMax=6
BodyRaceMaxMod=0
QuicknessRaceMaxMod=0
StrengthRaceMaxMod=0
CharismaRaceMaxMod=0
IntelligenceRaceMaxMod=0
WillpowerRaceMaxMod=0
e_armor_impactArmorMod=0
e_armor_ballisticArmorMod=0

[Pools]
Combat=7
Control=0
Hacking=0
Spell=0
Task=0
CombatPoolMod=0

[Skills]
SkillsBeCKScost=0
SkillsBeCKSKnowCost=0
SkillsBeCKSActCost=0
Skill0=Pole_Arms:Staffs(STR)/Telescoping_Staff~[3/5]=15X
Skill1=Projectile_Weapons(STR)/Pull_Bows~[3/5]=15X
Skill2=Throwing_Weapons(STR)/Grenades~[3/5]=15X
Skill3=Unarmed_Combat-SR3(STR)/Fists~[3/5]=15X
Skill4=Athletics(BOD)~[3]=8X
Skill5=Stealth(QCK)~[3]=8X
Skill6=Etiquette(CHA)/Street~[1/3]=6X
Skill7=Bike(REA)~[1]=1X
Skill8=Bike_B/R(INT)~[1]=1X
Skill9=Car_B/R(INT)~[1]=1X
Skill10=ST:Arms_Dealers(KNO)~[2]=3X
Skill11=ST:Criminal_Organizations(KNO)~[2]=3X
Skill12=ST:Gang_Identification(KNO)~[2]=3X
Skill13=ST:Gang_Turf(KNO)~[2]=3X
Skill14=ST:Safehouse_Locations(KNO)~[1]=1X
Skill15=ST:Security_Companies(KNO)~[1]=1X
Skill16=ST:Security_Procedures(KNO)~[1]=1X
Skill17=AC:Security_Design(KNO)~[1]=1X
Skill18=AC:Security_Systems(KNO)~[1]=1X
Skill19=AC:Engineering(KNO)~[2]=3X
Skill20=AC:History(KNO)~[1]=1X
Skill21=IN:Cooking(KNO)~[1]=1X
Skill22=IN:Cuisine(KNO)~[1]=1X
Skill23=IN:Literature(KNO)~[1]=1X
Skill24=IN:Classical_Music(KNO)~[1]=1X
Skill25=English(LAN)/Cityspeak~[2/4]=8X
Skill26=__English(LAN)__(RW)~[1]=1X
Skill27=Japanese(LAN)~[3]=6X
Skill28=__Japanese(LAN)__(RW)~[1]=1X
MaxSkills= 27
Uneducated=0

[Cyberware]
SensitiveSystem=0
AllCostsDouble=0
Cyber0=Bone_Lace,_Plastic(A)~0,40~15000~sr3.302~+1BOD,~6P-N~Unarmed_=_(STR+2)M_Stun,_+1BOD~~~5~E
Cyber1=Boosted_Reflexes_[1](A)~0,40~30000~sr3.302~+1INI,~8P-Q~+1INI~~~3~E
Cyber2=Body_Compartment~0,20~5000~mm.23~~Legal~Hollow_area_of_body_to_hold_small
_items~~~4~E
Cyber3=Datajack~0,20~1000~sr3.298~+1DJK~Legal~~~H~0~E
Cyber4=Skillwires_[5]_MP_75~1,00~187500~sr3.302~~Legal~~~~5~E
Cyber5=Expert_Chipjack_Dvr_[3]~0,30~15000~mm.19~~Legal~+3_Pool_for_Skillsofts~~H
~4~E
Cyber6=MultiSlot_Chipjack_2(A)~0,20~4000~mm.21~~Legal~Holds_2_chips,_access_to_d
atasofts_and_knowsofts~~H~3~E
Cyber7=Knowsoft_Link~0,10~1000~sr3.298~~Legal~Access_headware/datajack_knowsofts~~H~3~E
Cyber8=Math_SPU_[3]~0,20~11000~mm.21~+3HAC~Legal~+3_Hacking_Pool,_Complementary_
Math_Skill_(6),_stopwatch,_alarm_clock,_chronometer~~H~6~E
Cyber9=Commlink_[6]~0,30~30000~sr3.298~~Legal~Monitor_12_radio_or_telephone_freq
uencies~~~3~E
Cyber10=Transducer~0,10~2000~mm.19~~Legal~Translates_mental_impulses_to_words~~~
4~E
Cyber11=Eyes,_Cyber_Replacement~0,20~5000~sr3.300~~Legal~Holds_.5_Essence_of_eye
_mods_free_of_Essence_cost~0.5~E~2~E
Cyber12=+_Eyes,_Flare_Comp(A)~0,08~4000~sr3.300~~Legal~Eliminate_glare_modifiers
~~E~5~E
Cyber13=+_Eyes,_Vis_Mag_Ele[3](A)~0,08~22000~sr3.300~~Legal~Undetectable,_see_pa
ges_SR3-110_and_SR3-280_for_effects~~E~8~E
Cyber14=+_Eyes,_Thermographic(A)~0,16~6000~sr3.300~~Legal~Thermographic_vision~~
E~4~E
Cyber15=+_Eyes,_Low-Light(A)~0,16~6000~sr3.300~~Legal~Low-light_vision~~E~4~E
Cyber16=+_Eyes,_Light_Systems(A)~0,16~2400~mm.15~~1.50~-4_darkness_modifiers,_-6_for_low-light_vision~~E~4~E
Cyber17=+_Eyes,_Image_Link(A)~0,16~3200~sr3.300~~Legal~Display_text_and_images_i
n_field_of_vision~~E~4~E
Cyber18=+_Eyes,_Prot._Covers,_mirrored~0,00~600~sr3.300~~Legal~Protect_eyes~~E~4
~E
Cyber19=Jolt-Alert~0,10~1500~mm.29~~Legal~Wake_with_no_ill_effects~~~4~E

CurrentEssence=2.00

[Bioware]
Bio0=Enhanced_Articulation~0,60~40000~mm.066~s~+1NCT,~+1RCT,_1_addt'l_die_to_Combat,_Physical,_Technical,&_B/R_skill_tests~5~~~E
Bio1=Suprathyroid_Gland~1,40~50000~mm.069~s~+1NCT,+1RTR,+1RCK,+1ROD,+1STG,~+1RCT
,+1STR,+1QCK,+1BOD~8~~~E
Bio2=Muscle_Augmentation[1]~0,40~20000~mm.067~s~+1RTR,~+1STR~6~~~E
Bio3=Muscle_Toner[2]~0,80~50000~mm.067~s~+2RCK,~+2QCK~6~~~E
Bio4=Synthacardium[2]~0,30~15000~mm.070~s~~+2_die_Athletics_and_heart_resistance
_test~4~~~E

BioIndex=3.50

[Magic]
MageType=Not Selected
Adept=9
Magic=3
PhysAdMagic= 0
Max_Spells=0
Cur_Spells=0
BoughtSpellPts=0
AdeptSpellPts=0
TotemInfo=
InitText=
[Gear]
Gear0=Ranger-X_Bow_(for_STR12)_(Bow)_~2|2|2+|16M|1|5/36hrs|1440z|2|5P-D|cc.13|
Gear1=Bow_Accessory_Mount_~2|-1|-|-|.1|2/24hrs|100z|.9|Legal|cc.13|
Gear2=__Laser_Sight_(Extended)_~6|Top/Under|(-1)|-|.25|8/48hrs|1500z|1||cc.35|
Gear3=[100]Ranger-X_Arrows_~2|4|-|As_bow|.08|4/36hrs|18z|1|10P-D|cc.13|
Gear4=X:SkillSoft_Jukebox_75MP_15_prts_(DNI)~20|Juk|1|75|3/72hrs|33750z|1|sr3.296|
Gear5=X:ActiveSoft_Gen._[5]_Heavy_Weapons_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear6=X:ActiveSoft_Gen._[5]_Pistols_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear7=X:ActiveSoft_Gen._[5]_Computer_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear8=X:ActiveSoft_Gen._[5]_Biotech_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear9=X:ActiveSoft_Gen._[5]_Demolitions_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear10=X:ActiveSoft_Gen._[5]_Instruction_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear11=X:ActiveSoft_Gen._[5]_Negotiation_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear12=X:ActiveSoft_Gen._[5]_Disguise_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear13=X:ActiveSoft_Gen._[5]_Electronics_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear14=X:ActiveSoft_Gen._[5]_Lockpicking_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear15=X:ActiveSoft_Gen._[5]_Small_Unit_Tactics_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear16=X:ActiveSoft_Gen._[5]_Car_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear17=X:ActiveSoft_Gen._[5]_Clubs_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear18=X:ActiveSoft_Gen._[5]_Edged_Weapons_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear19=X:ActiveSoft_Gen._[5]_Gunnery_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear20=X:ActiveSoft_Gen._[5]_SMG_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear21=X:ActiveSoft_Gen._[5]_Rifles_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear22=X:ActiveSoft_Gen._[5]_Whips_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear23=X:ActiveSoft_Gen._[5]_Assault_Rifle_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear24=X:ActiveSoft_Gen._[5]_Shotguns_~20|Active|5|75|6/4days|7500z|1.25|sr3.296|
Gear25=Telescoping_Staff(POL)_~1|5/2|2|(STR+2)M_Stun|3|4/48hrs|100z|1|cc.10|||
Gear26=X:Chain(WHP)_~1|10|1|(STR+2)M_Stun|5|2/6hrs|10z|1|cc.11|||
Gear27=X:Hardliner_Gloves(UNA)_~1|9|-|(STR+1)M_Stun|.5|2/24hrs|300z|.75|cc.49|||
Gear28=X:Shock_Glove(UNA)_~1|9|-|7S_Stun|.5|5/48hrs|950z|2|sr3.275|||
Gear29=[20]Ordinary_Clothing_~8|-|-|-|20|Always|50z|.8|sr3.284|
Gear30=[10]Fine_Clothing_~8|-|-|-|10|Always|500z|1|sr3.284|
Gear31=[5]Tres_Chic_Clothing_~8|-|-|-|5|Always|1000z|1|sr3.284|
Gear32=X:Secure_Long_Coat_~8|10|4|2|2|3/24hrs|650z|.9|sr3.284|
Gear33=X:Form-fitting_Full-Body_Suit_~8|12|4|1|1|6/2wks|2000z|1|cc.51|
Gear34=Camo_Full_Suit_(Urban)_~8|-|5|3|2|5/36hrs|1200z|1|sr3.284|
Gear35=X:Forearm_Guards_~8|12|0|1|.2|5/36hrs|250z|.75|cc.51|
Gear36=X:Victory_"Industrious"_Hardhat_~8|-|-|+1|.5|2/24hrs|300z|.5|cc.49|
Gear37=X:Victory_"Industrious"_Winter._~8|10|4|4|5|2/24hrs|1000z|.75|cc.49|
Gear38=X:Armanté_"Ancien"_Shawl_~8|14|1|0|.3|2/48hrs|750z|.75|cc.46|
Gear39=[10]Music:_Disk/Chip_~14|12|-|Always|20z|.75|sr3.285|
Gear40=Music:_Playback_Unit_~14|9|.5|Always|200z|.75|sr3.285|
Gear41=Music:_Quad_Speakers_~14|-|5|Always|100z|.75|sr3.285|
Gear42=[10]Video_Disk/Chip_~14|12|-|always|20z|.75|sr3.285|
Gear43=Video_Playback_Unit_~14|8|.5|Always|400z|.75|sr3.285|
Gear44=Video_Screen_~14|-|3|always|150z|.75|sr3.285|
Gear45=Basic_Pocket_Secretary_~14|8|.5|Always|2000z|1|sr3.287|
Gear46=Telecom_(100Mp)_~14|-|5|Always|3000z|1|sr3.286|
Gear47=X:Wrist_Phone_w/Flip-Up_Screen_~14|8|-|Always|150z|1|sr3.287|
Gear48=Nav-Dat_GPS_~10|8|.5|6/48hrs|700z|1|sr3.295,cc.122|
Gear49=Glasscutter_Rating_[6]_~21|10|6|-|2/24hrs|18z|.5|sota.97|
Gear50=Suction_Cup_~10|6|1|4/48hrs|10z|1|sota.97|
Gear51=Insulated_Gloves_~10|9|0|Always|100z|1|sr3.XXX|
Gear52=Wire_Cutters_~10|12|1|Always|25z|1|sr3.294|
Gear53=Lockpick_Set_~10|10|1|6/1wk|50z|2|sota.100|
Gear54=Large_Military_Rucksack_~10|-|.5|2/12hrs|140z|1|sota.75|
Gear55=Grapple_Gun_~10|7|2|4/36hrs|450z|2|sr3.295|
Gear56=Stealth_Grapple_Line_(100m)_~10|3|3|6/72hrs|85z|3|sr3.295|
Gear57=Stealth_Line_Catalyst_Stick_~10|9|0|6/72|120z|2|sr3.295|
Gear58=Rappelling_Gloves_~10|9|-|always|70z|1|sr3.295,fof.56|
Gear59=General_Kit_~10|3|5|5/48hrs|500z|2|sr3.288|
Gear60=General_Shop_~10|-|-|8/72hrs|5000z|3|sr3.288|
Gear61=Bio-Monitor_~13|2|6/72hrs|1|1000z|2|sr3.304|
Gear62=Medkit_Rating_6_~13|6|5/24hrs|6|320z|1.5|mm.138|
Gear63=[10]Medkit_Supplies_~13|-|2/24hrs|-|50z|1.5|sr3.304|
Gear64=X:DocWagon:_Gold_Service_~13|-|On_Payment|-|25000z|1|sr3.304|
Gear65=Cologne_(1_chem,_100_doses)_~11|9|-|1000z|2|8/96hrs|sta2.035|
Gear66=Deodorant,_roll-on(1chm,100ds)_~11|9|-|1000z|2|8/96hrs|sta2.035|
Gear67=Aerosol_(1_chem,_200_doses)_~11|9|-|2000z|2|8/96hrs|sta2.035|
Gear68=Magemask_~15|0|4/48hrs|200z|2|mits.170|
Gear69=Defiance_Super_Shock____(Tasr)_~3|4|4(m)|SA|10S_Stun|2|5/24hrs|1000z|1|Low-light_Scope|sr3.278|||
Gear70=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500z|.9||sr3.282|
Gear71=__[100]Taser_Darts_~5|3|special|.05|6/36hrs|5z|1.5|sr3.281|
Gear72=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150z|.75||cc.33|
Gear73=Dart_Pistol_~3|7|5©|SA|(As_toxin)|1|6/2days|600z|2|None|mm.116|||
Gear74=__[10]Dart,_Gamma-Scopolamine_~5|8|10D_stun|.01|8/2weeks|320z|3|sr3.250|
Gear75=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500z|.9||sr3.282|
Gear76=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150z|.75||cc.33|
Gear77=Net_Gun_(Large)_________(NtGn)_~3|3|4(b)|SA|Special|4|8/36hrs|1150z|2|None|cc.31|||
Gear78=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500z|.9||sr3.282|
Gear79=__Net_Rnds_(Large)_~5|5|(See_Rules)|7|4/48hrs|3000z|1|cc.40|
Gear80=__Sling_~6|-|-|-|.1|2/12hrs|20z|1||cc.33|
Gear81=Savalette_Guardian_____(HPist)_(cl)~3|5|12©|SA/BF|9M|3|6/36hrs|900z|2.5|RC(1),_Smartlink,_BF_=_Complex_Action|cc.19|||
Gear82=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500z|.9||sr3.282|
Gear83=__Sound_Suppresser_~6|Barrel|(-2)|-|.5|6/48hrs|750z|2||sr3.282|
Gear84=__12-Rnd_Clip_(EX_Explosive)_~5|8|-|1|6/72hrs|125z|1.5|sr3.281|
Gear85=__[10]12-Rnd_Clip_(EX_Explosive)_~5|8|-|10|6/72hrs|125z|1.5|sr3.281|
Gear86=__12-Rnd_Clip_(Gel)_~5|8|-|1|4/48hrs|41z|1|sr3.281|
Gear87=__[10]12-Rnd_Clip_(Gel)_~5|8|-|10|4/48hrs|41z|1|sr3.281|
Gear88=__12-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|29z|.75|sr3.281|
Gear89=__[10]12-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|29z|.75|sr3.281|
Gear90=__12-Rnd_Clip_(Flechette)_(cl)~5|8|-|1|3/36hrs|125z|.8|sr3.281|
Gear91=__[10]12-Rnd_Clip_(Flechette)_(cl)~5|8|-|10|3/36hrs|125z|.8|sr3.281|
Gear92=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150z|.75||cc.33|
Gear93=Ruger_Super_Warhawk____(HPist)_(cl)~3|4|6(cy)|SS|10M|2|3/24hrs|300z|1|None|sr3.278|||
Gear94=__Laser_Sight_~6|Top/Under|(-1)|-|.25|6/36hrs|500z|.9||sr3.282|
Gear95=__6-Rnd_Clip_(Explosive)_(cl)~5|8|-|1|3/36hrs|35z|.8|sr3.281|
Gear96=__[10]6-Rnd_Clip_(Explosive)_(cl)~5|8|-|10|3/36hrs|35z|.8|sr3.281|
Gear97=__6-Rnd_Clip_(Flechette)_(cl)~5|8|-|1|3/36hrs|65z|.8|sr3.281|
Gear98=__[10]6-Rnd_Clip_(Flechette)_(cl)~5|8|-|10|3/36hrs|65z|.8|sr3.281|
Gear99=__6-Rnd_Clip_(Gel)_(cl)~5|8|-|.9|4/48hrs|23z|1|sr3.281|
Gear100=__[10]6-Rnd_Clip_(Gel)_(cl)~5|8|-|.9|4/48hrs|23z|1|sr3.281|
Gear101=__6-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|17z|.75|sr3.281|
Gear102=__[10]6-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|17z|.75|sr3.281|
Gear103=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150z|.75||cc.33|
Gear104=Ares_Thunderer__________(ShtG)_(cl)~3|0|10©/10©|SA/BF|10S|6|8/1month|2925z|3|Troll_Designed,_Heavy_Barrel(1RC),_Shock_Pads(1RC),_Foregrip(1RC)
|cc.78|||
Gear105=__Laser_Sight_(Extended)_~6|Top/Under|(-1)|-|.25|8/48hrs|1500z|1||cc.35|
Gear106=__10-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|1|6/72hrs|105z|1.5|sr3.281|
Gear107=__[10]10-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|10|6/72hrs|105z|1.5|sr3.281|
Gear108=__10-Rnd_Clip_(Flechette)_(cl)~5|8|-|1|3/36hrs|105z|.8|sr3.281|
Gear109=__[10]10-Rnd_Clip_(Flechette)_(cl)~5|8|-|10|3/36hrs|105z|.8|sr3.281|
Gear110=__10-Rnd_Clip_(Gel)_(cl)~5|8|-|1|4/48hrs|35z|1|sr3.281|
Gear111=__[10]10-Rnd_Clip_(Gel)_(cl)~5|8|-|10|4/48hrs|35z|1|sr3.281|
Gear112=__10-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|25z|.75|sr3.281|
Gear113=__[10]10-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|25z|.75|sr3.281|
Gear114=__Sling_~6|-|-|-|.1|2/12hrs|20z|1||cc.33|
Gear115=Remington_950___________(SptR)_(cl)~3|2|5(m)|SA|9S|4|3/24hrs|800z|1|Mag:(1)|sr3.278|||
Gear116=__Silencer_~6|Barrel|(-2)|-|.2|4/48hrs|500z|2||sr3.282|
Gear117=__Laser_Sight_(Extended)_~6|Top/Under|(-1)|-|.25|8/48hrs|1500z|1||cc.35|
Gear118=__5-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|1|6/72hrs|55z|1.5|sr3.281|
Gear119=__[10]5-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|10|6/72hrs|55z|1.5|sr3.281|
Gear120=__5-Rnd_Clip_(Gel)_(cl)~5|8|-|.875|4/48hrs|20z|1|sr3.281|
Gear121=__[10]5-Rnd_Clip_(Gel)_(cl)~5|8|-|.875|4/48hrs|20z|1|sr3.281|
Gear122=__5-Rnd_Clip_(Regular)_(cl)~5|8|-|1|2/24hrs|15z|.75|sr3.281|
Gear123=__[10]5-Rnd_Clip_(Regular)_(cl)~5|8|-|10|2/24hrs|15z|.75|sr3.281|
Gear124=__Sling_~6|-|-|-|.1|2/12hrs|20z|1||cc.33|
Gear125=Heckler_&_Koch_HK227_____(SMG)_(cl)~3|4|28©|SA/BF/FA|7M|4|4/24hrs|1500z|.75|Laser_Sight,_Gas_Vent_II(2RC),_Retr._Stock(1RC)|sr3.278|||
Gear126=__Shock_Pads_(RC:1)_~6|-|-|1|.25|2/24hrs|200z|.75|for_shotgun,_rifle_or_Hip_Brace|sr3.282|
Gear127=__Under_Barrel_Weight_~6|Under|(-1)|1|1|2/24hrs|50z|1||cc.35|
Gear128=__28-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|2|6/72hrs|285z|1.5|sr3.281|
Gear129=__[10]28-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|20|6/72hrs|285z|1.5|sr3.281|
Gear130=__28-Rnd_Clip_(Gel)_(cl)~5|8|-|1|4/48hrs|89z|1|sr3.281|
Gear131=__[10]28-Rnd_Clip_(Gel)_(cl)~5|8|-|10|4/48hrs|89z|1|sr3.281|
Gear132=__28-Rnd_Clip_(Regular)_(cl)~5|8|-|2|2/24hrs|61z|.75|sr3.281|
Gear133=__[10]28-Rnd_Clip_(Regular)_(cl)~5|8|-|20|2/24hrs|61z|.75|sr3.281|
Gear134=__Quick_Draw_Holster_(Conc.)_~6|-|(+2)|-|.1|5/72hrs|150z|.75||cc.33|
Gear135=Ingram_Valiant___________(LMG)_(cl)~3|-|belt/50©|BF/FA|7S|9|6/5days|1500z|2|Hip_Brace(1RC),_Gas_Vent_II(2RC)|sr3.279|||
Gear136=__Shock_Pads_(RC:1)_~6|-|-|1|.25|2/24hrs|200z|.75|for_shotgun,_rifle_or_Hip_Brace|sr3.282|
Gear137=__Fore_Grip_~6|Under|(-1)|1|.5|2/24hrs|100z|1||cc.35|
Gear138=__Personalized_Grip_~6|-|-|-|0|1/24hrs|200z|1|1_RC_for_one_user_only,_Available_at_GM_option|cc.82|
Gear139=__50-Rnd_Clip_(EX_Explosive)_(cl)~5|8|-|4|6/72hrs|505z|1.5|sr3.281|
Gear140=__50-Rnd_Clip_(Gel)_(cl)~5|8|-|2|4/48hrs|155z|1|sr3.281|
Gear141=__50-Rnd_Clip_(Regular)_(cl)~5|8|-|3|2/24hrs|105z|.75|sr3.281|
Gear142=__Sling_~6|-|-|-|.1|2/12hrs|20z|1||cc.33|
Gear143=__Splash_Grenade,_Slip_Spray_~5|5|-|1|8/4days|150z|2|mm.119|
Gear144=__IPE_Concussion_Grenade_(N)_~5|6|16M_Stun|.5|8/1wk|70z|2|cc.41|
Gear145=__IPE_Concussion_Grenade_(N)_~5|6|16M_Stun|.5|8/1wk|70z|2|cc.41|
Gear146=__IPE_Offensive_AP_Grenade_(N)_~5|6|15D(f)|.5|8/1wk|60z|2|cc.41|
Gear147=__IPE_Offensive_HE_Grenade_(N)_~5|6|15S|.5|8/1wk|60z|2|cc.41|
TotalWeight=15

[Vech]
Vech0=Harley-Davidson_Scorpion_______~24|4/5|120/6|2/1|2/2|-/0|4/60|2m|13500z|2/24hrs|1||sr3.308,_r3.158||Choppers
Mod0=0
Mod1=0
ControlPoolMods=0
VCR=0

[Deck]
Mod0=0
Mod1=0
HackingPoolMods= 3
DeckInfo0=0
DeckInfo1=0
DeckInfo2=0
DeckInfo3=0
DeckInfo4=0
DeckInfo5=0
MPCP= 1
Persona0=1
Persona1=1
Persona2=1
Persona3=1
DeckName=
Otaku=0

[Contacts]
Contact0=Freebie1_Level_1~~~~~1~~~0
Contact1=Freebie2_Level_1~~~~~1~~~0
Contact2=Stefan_Janssen~Seattle~Freebie3_Level_2~~Company_Man___________________
~2~Mensch,_Männlich,_35_Jahre_alt,_Drei_tage_Bart,_kurzes_braunes_Haar.^`Ehemalige_Coonected_Level_2_Connection_für_Skillsoft_und_Skillwires_und_Zube
hör.~Der_Sohn_seines_letzten_Auftraggebers._Der_Vater_war_Chef_einer_kleinen_(meh
r_oder_weniger)_unabhängigen_Software-Schmiede,_die_sich_auf_Skillsofts_spezialisiert_hat._^`Schuldet_meinem_Troll_das_leben,_weil_er_auf_Anweisung_des_Vaters_den_Sohn(E
rben)_statt_den_Vater_gerettet_hat._~0
Contact3=Gekauft_1_Level_2~~~~~2~~~10000
Contact4=Gekauft_2_Level_1~~~~~1~~~5000
Contact5=Gekauft_3_Level_1~~~~~1~~~5000

[Karma]
TotalKarma=0
SpentKarma=0
RemainKarma=0
PropKarmaSpent=0
LostKarmaPool=
KarmaPool=1
AdvBeCKKarmaPoolMod=0
AdvBeckState=Completed
BadKarmaFlaw=False
KarmaChange=False

[GMInfo]
NoRulesMoney=10000
GM0=Freebie3_Contact_Added:_No_Rules_12-15-2012
GM1=GEN:=======_Finalize_============10-19-2022
GM2=GEN:Generator=Points
GM3=GEN:MaxPoints=123
GM4=GEN:Current_Points_=_0
GM5=GEN:CampaignLevel=Default
GM6=GEN:Name_:_Thomas_Jonathan_Jackson
GM7=GEN:Version=3.69_19.03.2006_
GM8=GEN:Magic=3
GM9=GEN:Attributes=30
GM10=GEN:Current_Attributes_=_30
GM11=GEN:Max_Skills=27
GM12=GEN:Current_Skills_=_0
GM13=GEN:MaxMoney=1202
GM14=GEN:Current_Money_=_0
GM15=GEN:Street_Availability_is_turned_ON
GM16=GEN:Initial_Beta_&_Delta_Cyberware_is_OFF
GM17=GEN:Max_Edge_Points_=_10
GM18=GEN:Max_Flaw_/_Edges_=_6
GM19=GEN:Max_Spell_Points_=_0
GM20=GEN:Max_Availability_Rating_=_8
GM21=GEN:=======_Finalized_===========10-19-2022
Tanegar
QUOTE (Cochise @ Oct 18 2022, 04:20 PM) *
That's only true if you only consider skill ratings of 6 (or higher) on all fronts to be a "serious" skillwire usage. In that case you indeed have to build the entire character around those skillwires because that's the character's shtick.

Maybe it's just that my conception of a "good" dice pool was shaped by 4E. But consider: if you want to fully utilize, say, a 4-slot chipjack; and you expect to use skillsofts rated no higher than 3; you're dropping 108 (total Mp of four R3 activesofts) x 12 (total Rating) x 500, or 648,000 nuyen. The formula is, IMO, really unreasonable.
Cochise
QUOTE (Tanegar @ Oct 21 2022, 01:47 PM) *
Maybe it's just that my conception of a "good" dice pool was shaped by 4E.


The on average larger dice pools in SR4 certainly can have such effects.

QUOTE (Tanegar @ Oct 21 2022, 01:47 PM) *
But consider: if you want to fully utilize, say, a 4-slot chipjack; and you expect to use skillsofts rated no higher than 3; you're dropping 108 (total Mp of four R3 activesofts) x 12 (total Rating) x 500, or 648,000 nuyen.


Let's ignore that you couldn't start with such a setup in the first place due to the rating 6 / avail 8 limit (where you are talking 12/12) and let's do the math for a more "focussed" setup (but not necessarily min-maxed) where we use (comparatively expensive) chips with options.

Base MP of skillsofts with a rating of 3 is 27 MP. We're going for customized and Pluscode (rating 2) which allows you to actually use 4 dice instead of just 3 when compaired against the chips without such options in your calculation. The effective MP requirement per chip drops to 14 MP (13.5 rounded up). The active ASIST rating demands are lowered to 1 per chip due to Pluscode while your actual skillwire rating must be at least 3 to run the skills at their full skill rating. With four of such chips simultaneously active your skillwires require a Pulse rating of 56 MP for four slotted chips in that 4-slot chipjack. Wanting to run all four simultaneously means that the skillwire system must thus have a total ASIST rating of 4 (= 4 x 1). So now your system costs you 56 x 4 x 500 = 112,000¥.

How do the prices for chips look like in the two scenarios?

  • Well, your basic R3 chips clock in at 2,700¥ ... which is rather cheap but adds up to a combined cost of your 648,000¥ + 10,800¥ = 658,800¥.
  • On the chips with the aforementioned options we see a raise of the Design rating from 3 (27 MP) to 5 (75 MP) and then we have multiply the Design size by 2.5 (+150% for customized) to a total of 188 MP (187.5 rounded up). Now each chip costs 37,600¥. This takes the overall cost to 150,400¥ + 112,000¥ for a total of 262,400¥


So we're seeing a difference of 396,400¥ in favour of this more focussed setup that essentially translates into about 10 more of those optimized chips with active skills before the focussed approach becomes more expensive than your approach.

Side note: While the 4-slot chipjack can have its merrits in some character designs the stipulation that a character will need all 4 chips active at any given time is somewhat flawed as well. Usually you'll be better off with (even more expensive) "Cluster" chips and just one or two singular chipjacks, at least one of which should include the Chipjack Expert Drivers.

QUOTE (Tanegar @ Oct 21 2022, 01:47 PM) *
The formula is, IMO, really unreasonable.


Look, I already said that the formula sucks and was most likely pulled from thin air (or their backside which ever metaphor pleases you more). When using just the Core rules and maybe M&M cyberware you'll indeed get absurd numbers once you go beyond basic stipulations like

  • Max rating of 6 for a single skill
  • No more than 6 points of total skillpoints active simultaneously


However, once options are "in play" you can get reasonable setups that actually don't necessarily take up two thirds of 1,000,000¥ staring ressources. Heck the example I gave would easily work with 400,000¥ starting ressources a total of 5 to 6 of those specialized chips and still enough money to reasonably well equip the character with everything else.
Tiralee
- Not adding to the already great skillsoft jukebox breakdown, just love it how people are still using NSRCG and SR3:)
Kagetenshi
QUOTE (Tanegar @ Oct 21 2022, 06:47 AM) *
Maybe it's just that my conception of a "good" dice pool was shaped by 4E.

Probably. In SR3 1-2 was out because of excessive botch chance (though access to pools made 2 acceptable), 3-4 was fine for utility skills with relatively low cost of failure or for emergency use (Stealth for the Rigger spending most of their time in the van, Etiquette for the Streetsam who has a Face on the team, Polearms for non-melee folk with a Collapsible Staff), 5+ was good for most purposes. 6 was so common not because 6 or higher was critical, but because of the mismatch between chargen costs (linear for non-BeCKS users) and post-chargen (supralinear). The exceptions were things typically used in Opposed Tests or otherwise where success volume was critical rather than nice.

QUOTE
But consider: if you want to fully utilize, say, a 4-slot chipjack; and you expect to use skillsofts rated no higher than 3; you're dropping 108 (total Mp of four R3 activesofts) x 12 (total Rating) x 500, or 648,000 nuyen. The formula is, IMO, really unreasonable.

Not to say that Skillwires aren’t underwhelming in SR3, but I’ve seen them used effectively. The trick has been to keep your core skills natural, run a CED with Skillwires specced to run one skillsoft at R3-4 for a fraction of the cost of R6 or 4xR3 (the same 108MP), and then swap in non-core skills you wouldn’t spend Karma on as they become useful one at a time.

Even if you nerf or avoid the CED, 96k¥ gives you access to any R4 skillsoft you desire, which is enough to cover a lot of things the team hasn’t decided to have a specialist for.

~J
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