QUOTE (Makki @ Nov 12 2010, 06:31 PM)
well, my first opinion:
-lowlight and thermographic in contact lenses cost just a few nuyen instead of 10 BP. Maybe get Dermal Deposits or Bark Skin or Nasty Vibe (see below)
-your martial art costs 1BP more than another point in your weapons skill and gives you 100 times less in return
-go for Intimidation outside of combat, since Freaks get +2 Bonus
Alright, I've dropped MA for weapon skill +1. I really like lowlight & thermo for the fluff, the character being a predatory cat, but yeah... dermal deposits do seem better.
Is there a viable way to use martial arts? I've really enjoyed envisiong the character taking apart the opposition with shots, punches and kicks...
QUOTE (klinktastic @ Nov 12 2010, 06:32 PM)
For 'wares:
Synthacardium 3 = +3 gymnastics dice to dodging
Muscle Toners 2 (or 4 if you want to use Restricted Gear) = +2/+4 dice to a lot of skills
Attention Co-Processors 3 = +3 dice to all physical perception tests
2 Reflex Recorders (Gymnastics, 1 Firearm Skill) = +1 dice to dodge & +1 dice to hit
For Adept powers:
Combat sense should be Improved Physical Skill: Gymnasics 2 = +2 dodge dice, instead of one for .5 PPs.
I like enhanced perception 2 instead of Mystic Armor, since with the above recommendations, you have +5 dice to gynmastics dodging now, you dont need as much armor.
I've added the 'wares - dropping magic by 2. I guess adept powers can only amount to the modified magic, which leaves me with too many powers.
I'll have to tweak the adept aspect, I guess.
QUOTE (Fauxknight @ Nov 12 2010, 06:47 PM)
One weapon is generally a lot simpler than dual wielding. Its a complicated subject, both single weapon and two weapon styles are valid, but it comes down to style vs simplicity. Campaign style is also going to dictate a lot of how large of a weapon you can get away with as well as how much punch it needs to pack and at what ranges.
Alright, so I'm dropping one firearm, leaving ambidexterity useless, so it's getting dropped too.
QUOTE (Fauxknight @ Nov 12 2010, 06:47 PM)
You have Infiltration, Palming, and Shadowing, drop all three for the Stealth group. You have Climbing, Gymnastics, and Running, drop all 3 for the Athletics group.
Done, though this leaves me with Infiltration and Gymnastics at 2 instead of 3. Maybe I should up both groups to 3? This would chew through the BP, though...
Since I've already taken the Influence group and receiving the aforementioned +2 bonus in Intimidation, maybe I should drop the adept altogether, going chrome&bio, raise CHA and be the face..?
[ Spoiler ]
Human
Attributes:
BOD 3
AGI 5
REA 5
STR 2
CHA 4
INT 4
LOG 2
WIL 3
Edge 4
Pos. Qualities: (only 30 BP here - 5 are free for maybe Restricted Gear or Erased...)
SURGE III - 15 BP [Pos. Qualities: Balance Receptor, Functional Tail: Balance, Keen Eared, Ogre Stomach, Dermal Deposits; Neg. Qualities: Extravagant Eyes, Nocturnal)
Neg. Qualities:
Amnesia 1 - 10 BP
Records on File - 10 BP
Prejudiced 2 - 10 BP
Dark Secret - 5 BP
Active Skills:
Influence group 2
Stealth group 2
Athletics group 2
Automatics 4 (+ specialization... this could be swapped out for Pistols)
Unarmed Combat 3 (Is this still necessary? Maybe I should switch to blades or something..)
Navigation 1
Survival 1
Tracking 2
Pilot Ground Craft 2 (+2 wheeled)
First Aid 1
Contacts:
Fixer L2 C3
Street Doc L3 C2
Cyber- & Bioware:
Wired Reflexes 2 (alpha)
Attention co-processor 3
Smartlink
Synthacardium 3
Muscle toner 2
Muscle augmentation 2 (in case unarmed & melee combat is still viable - though ambidexterity would then again be quite nice)
Reflex recorder Gymnastics
Reflex recorder Firearms
Enhanced Articulation
Platelet factories (not sure about this)
That's 371 BP.
This build leaves me with some BP to maybe raise another skill or take some positive qualities and, if I counted correctly, 17 dice for firing a machine pistol.
Even though CHA was raised, to the expense of STR and LOG, I don't think I'd have enough dice for Face-related stuff.
I can't help but feeling a little bit lost...