I don't want to derail the thread too much but I'm considering a house rule where players would receive multiple free knowledge skills. In my head it's something like 5:
1 street or academic knowledge skill
1 professional knowledge skill
1 interest/hobby knowledge skill
1 area knowledge skill
1 extra language
Third Edition also had an interesting rule where if you had an active skill at rating 4+ then you automatically had the associated knowledge skill at Rating minus 3. Obviously Anarchy
doesn't have ratings for knowledge skills but I thought it was a good guideline for what the character might know even if they don't have a specific knowledge skill.
Now, back to the thread previously in progress:
@Aria, Hellion's Strength is 6. Damage is Strength/2 damage rounded up, so you could move Strength to 5 without giving up any damage. If you move that die into Logic you would lose out a bit on Athletics but would gain an extra die for extra Perception and Dodging. That might be useful for a Stealthy character who gets up close and personal with danger.
As for Requiem, I believe the consensus from this thread
is that the Move-by-Wired amp should only be -1 Essence, not -2. That ruling makes sense to me, as it helps balance cybered characters with their Awakened counterparts. Otherwise, a cybered character could drop their entire Essence in one super-amp and not have as much to do with their other amp slots, unlike the Awakened who will happily fill and upgrade all amp slots until their karma runs out.