I'm in the process of creating two characters for an upcoming campaign, one of which I'll play ... the concepts are still being fleshed out.. but stats will bea s follows most likely:
The first is a decker:
Human
Bod 2
Agi 5
Rea 5
Str 2
Cha 2
Int 5
Log 5
Wil 2
Edge 5
Skills:
Cracking/Electronics Groups 4 each
Firearms Group 2
Perception 4
Insert two more individual skills ~3 each
Qualities:
Unknown, debating on -30k in debt for extra cash and BP for skills or positive qualities
Cyber:
Internal Air tank, Alpha grade
Cybereyes R3, Alpha grade w/ Low light, smart link, thermographic, Vision enh 3 and Vision mag
Cyber-ears R2, Alpha grade w/ Audio Enh 3, Select sound 4, Datajack
Deck/Programs:
Customized Commlink, Response and Signal 5
Customized OS, Firewall and System 5
(may upgrade to 6 funds willing, and GM willing too)
Program ranks all 4 presently, may upgrade funds willing
TacNet software R4
Deck Accessories:
Biometric Lock
Customized Interface
Nonstandard Wireless Link R6
Gear:
Mortimer Greatcoat as civilian wear
Riot Control armor/helm when trouble expected or worn under greatcoat
AR Gloves
Subvocal Mic
Directional Jammer R6
RF Tag Eraser
15x10 Standard Ammo
Weapons:
Savalette Guardian w/ Internal Laser sight
HK 227x w/ Internal Laser sight and personalized grip
Knowledge Skills TBD
Native Language: English
The biggest problem I seem to be having with this character, is finding a way to squeeze in a second or even third initiative pass in meatspace combat, while keeping my gear costs down... I know I can bring down my deck, gear, and programs a notch or two, but I'd rather have those right off the bat instead of an extra initiative pass that I could use a contact to install into me down the road.
The other is a Gun-Fu type, the basics of with I'm still not sure of what to get ... I'd talked about one briefly a few months back, and gotten some ideas, but dropped the planning on him, and now I'm re-thinking him trying to mesh some of the suggestions that were given in another thread here... http://forums.dumpshock.com/index.php?show...c=24706&hl=
In the thread people were making reference to a "Gun Fu" way of the adept, and why I wouldn't have taken that as opposed to the Invisible way i took... but I never could find any reference to a Gun Fu path?
So far this is what I'm going with:
Human
Bod 3
Agi 5
Rea 4
Str 3
Cha 2
Int 4
Log 4
Wil 3
Edge 3
Mag 5
Skills:
Stealth and Firearms Group 4
Forgery 3
Perception 3
Locksmith 3
Armorer (Firearms Specialty) 3
Dodge 3
Qualities:
Undecided, will likely have to take a negative to offset having used a few too many BP
Adept Powers:
Improved Ability Combat x2 (Longarms and Auto's, R2 each) <- is this allowable? Or can i only take it once?
Improved Reflexes 2
Cyber/Bio:
None, but willing to entertain using some cyber or bio to augment something if that works better than an adept power solution
Gear:
Mortimer Greatcoat as civilian wear
Riot Control armor/helm when trouble expected or worn under greatcoat
Subvocal Mic
15x10 Standard Ammo
Weapons:
Savalette Guardian w/ Internal Laser sight
Colt TZ-110 w/ Top mount Laser sight and Personalized grip
Colt M22A3 w/ Ceramic Components 1, Internal Laser sight, and personalized grip
Ares Desert Strike w/ Ceramic 1, Powered breakdown and personalized grip
I'm definitely keeping the Ares, but not sure if I should drop the pistol for the SMG, or drop the SMG for the pistol ... it seems like it would be a good idea to have one easily concealable weapon with 2 other difficult ones, instead of having 3 difficult ones to conceal.
Any thoughts? suggestions? These guys are going to be run in 400pt BP games, and I don't need he-man characters, just ones that can do their job well.