daddystabz
Jun 14 2009, 06:04 AM
When you said Unarmed skill and had (Ninjutsu) listed as specialty, did you mean a +2 specialty for using the Ninjutsu Unarmed skill or were you just saying you were taking this as your area of focus for the combat maneuvers?
The Jake
Jun 14 2009, 11:57 AM
On a side note, has anyone considered investing the bulk of the enhancements to bump up key attributes? You could choose your skills then based on where you wanted to excel, defaulting even, in cases where you know you have a good base DP.
E.g. Logic - Cerebral Boosters, Agility - Muscle Toner, Intuition - Attention Co-Processor. Those would boost your key attributes in this build. Also if you're playing SR4A, I'd buy Improved Reflexes (2). It's too good to pass up whereas Synaptic Boosters (2) are more costly in terms of nuyen and you could save the points for skills. Otherwise I second synaptic booster(2) under SR4 rules.
To the OP, I think you should be aiming for around 9ish DP for key attributes (so if you defaulted, you're rolling 8 - which is not bad mind you). You have an average skill of 3 (+2 for specialisation) you'd be looking at 14DP - which is very good.
You are trying to be a too much of everything. The BP system doesn't allow for that. If I build a warrior bio-adept I will smash your character in combat. And rightfully so. Such a character is built to fight. Your character is built to evade detection, break into a site and get out. When things go bad - defend himself. A 14DP is more than enough to allow you to defend yourself.
I also second the notion that Gymnastics Dodge should be considered on this character. There's nothing stopping you from picking up Athletics Skill Group 2 (and break the skill group by specialising in Gymnastics).
Finally, for this build, unless you're looking at the more esoteric or unique adept powers for the social skills such as kinesics, I'd focus on using bioware as there's nothing really in your adept power selection that cannot be matched or exceeded with augmentations.
- J.
daddystabz
Jun 14 2009, 12:08 PM
I am focused on two things: 1) Unarmed death machine and 2) Covert-Ops.
Shinobi Killfist
Jun 14 2009, 03:04 PM
QUOTE (daddystabz @ Jun 14 2009, 01:04 AM)

When you said Unarmed skill and had (Ninjutsu) listed as specialty, did you mean a +2 specialty for using the Ninjutsu Unarmed skill or were you just saying you were taking this as your area of focus for the combat maneuvers?
yes to the +2 dice. You can both specialize your unarmed skill in a martial art, and pick up the ninjitsu maneuvers and benefits via positive qualities. With the specialization your GM might come up with things you are doing that aren't part of ninjitsu in a fight so you don't get the +2 dice. Like if you try to power bomb someone the GM might say, whoa that's a professional wrestling move not ninjitsu.
daddystabz
Jun 14 2009, 03:33 PM
I thought that was the case, Shinobi. Thanks.
Dumori
Jun 14 2009, 05:54 PM
One thing to conciser is dropping the athletics group and just buying gymnastics and climbing as that would work out cheaper. Also could you post up what the build looks alike as of now as thee have been a lot of changes suggested in the last few posts.
daddystabz
Jun 14 2009, 07:03 PM
I will try to post it up a bit later.
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