Name: | Kit | BP cost | ||||||
Race: |
Special |
special |
special |
Body |
Agility |
Reaction |
Strength |
Charisma |
Intuition |
Logic |
Willpower |
Edge |
Magic |
Active Skills |
Athletics Group |
Climbing |
Gymnastics |
Running |
Swimming |
Unarmed |
(nerve strike) |
Blades |
(cyber implant blades) |
Archery |
(bows) |
Infiltration |
Artisan |
Computer |
Etiquette |
Pilot Ground Craft |
(motorcycles) |
Contacts |
Club Owner |
Doc Shiney |
Qualities |
Sangre y Acero MA (Cybernetica) |
off-hand training |
two weapon style |
day job |
Big Regret |
Poor Self Control - Compulsion |
Addiction - Mild |
Wanted |
Nuyen |
Total BP used |
Cyberware |
Synthetic Lower Arm Left |
customized agi +2 |
Spur (retractable) |
Armor |
Synthetic Lower Arm Right |
customized agi +2 |
Spur (retractable) |
Armor |
Gear |
Collapsible Bow (STR Min 3) |
Smartgun Modification |
Explosive Head Arrows (x10) |
Incindeary Head Arrows (x5) |
Weapon Focus - spur (Force 1) |
Weapon Focus - spur (Force 1) |
Fake SIN (rating 5) |
Goggles (rating 4) |
Image Link Vision Enhancement |
Smartlink Vision Enhancement |
Vision Magnification |
Thermographic Vision Enhancement |
Form Fitting Body Armor - Half-Body |
Secure Tech PPP Forearm Guards |
Armor Vest |
Renraku Sensei Comlink |
Mangadyne Dea OS |
Matrix Firewall Program (rating 6) |
basic+ common use program suite |
Skinlink |
Subvocal Microphone |
AR Gloves |
Earbuds (rating 1) |
Audio Enhancement (rating 3) |
Bike Racing Helmet |
Armor Jacket |
Low lifestyle |
Vehicle |
Thundercloud Contrail motorcycle |
Run Flat Tires x2 |
Motorycle Gyro stabalization |
Chameleon Coating |
Nuyen Left |
Adapt Powers |
Imroved Reflexes |
Nerve Strike |
Enthrallin Performance |
Kinesics |
Improved combat ability |
Were you looking at adding the critical strike bonus to your spurs? Because they wouldn't count as unarmed.no critical strike to make Nerve Strike more effective
btw, when calculating STR/2 do you round up or down?
Even though I have cyber arms which make the unarmed attacks P rather than S, I typically look at unarmed as a non-lethal mode (using nerve strike). Nerve strike does no damage so there is no soak and rather, they take direct REA or AGI reduction so the low STR won't be too detrimental.
(STR/2 +2) will insure 4 AGI (or REA) reduction + extra form net hits. My goal is render an opponent imobile within the 2 iniative passes.
However when it comes to overpowering armor, the lower STR is a major fault which is why I uped the cyber combat style MA and weapon focus.
the spurs are (STR/2 +3) with the MA will insure 6P to soak (without counting net hits). TBH thats not alot of damage comparably.
I think that the combination of Spurs and Physad Unarmed powers is an unnecessary overlap...I'd recommend choosing one or the other:In reagard to obtaining the combat technique, I was figuring that the a street doc versed in cybernetics might have connections (being 4) to some kind of underground cyber brawl where she could pick up skills on using her new lower arms.
Options:
A) Doc Shiny was only able to implant 'standard' Cyber-hands... no spurs but could have grapple options, hidden compartments or other modifications
- Primary combat component is via Unarmed Physad powers... critical strike, penetration, nerve strike, maybe elemental strike as well, which can all be far more damaging that spurs (and more flexible with Stun/Physical and concealment capabilities)
B) Doc Shiny implanted hands and spurs
- Primary combat component is Spurs (Blades skill) plus injected toxins...
- maybe one day get weapon focus/foci replacements in the spurs.
Whichever path you take, you'll recover 12-20 BP from reducing either Unarmed/Blades skills accordingly, which could be pumped into Attributes, Qualities (Way of the Adept perhaps?)
I do have a few queries on the PC:
- How did a recovering club-singer get access to Ars Cybernetica combat style 'after' the Yakuza? Without any contacts in the area, and with only a Fake SIN, it seems an unlikely ability to just come across...
- You have 4 points of Magic assigned to powers, but an attribute of 5.... still another full 1.0 power point remaining... Maybe: spent on Enhanced Perception, another rank of Improved Reflexes, Improved Combat Skills, Critical strike x4 (Unarmed attack @6P base damage) etc etc
In reagard to obtaining the combat technique, I was figuring that the a street doc versed in cybernetics might have connections (being 4) to some kind of underground cyber brawl where she could pick up skills on using her new lower arms.You are entirely correct... I rarely use Cyberware, and forgot to look at those numbers.
I am only using 4 points because of the cybrware. As per SR4A pg 177"Anything that reduces a character’s Essence will also reduce Magic. For every point (or fraction thereof ) of Essence lost, the character’s Magic attribute and her Magic maximum rating are reduced by one."Therefore when the characters essence was lost her magic rating would actually drop to an augmented 4 and her new max Magic would be 5 (unless I'm misreading that).As far as the Options go, those are thngs to consider.[/size][/font]
Yep, the cyberware takes a point off the Magic.I'm going to have relook at it a bit. I just realized that with the cyber arms she would no longer do nonlethal while unarmed. Likewise I'm still looking for better clarification but if taken (literally) as written, the nerve strike would actually still do base damage with only the net hits reducing AGI or REA.
Hate to say it, since losing the hands is such an integral part of the character, but I don't really see the Agility boost to a lower cyberarm working in combat, or anything but manual dexterity skills such as lockpicking. I agree with Charybdis that you're spending too much on two overlapping abilities (spurs vs. unarmed). It would probably be more effective if you focused on the spurs, with non-lethal melee relegated to something your character uses in less dangerous situations. But by all means keep both if that is how you envision her - it will cost you effectiveness in combat, though, which may or may not really be a factor depending on the challenge level of the campaign's opposition.
With melee skills to block with, and gymnastics that you can use for ranged dodge, you really don't need that dodge skill. Might want to use those points to pump up bows, your sole ranged skill.Re-reading the FAQ it would appear that gymnastics can actually be used to parry with full defense . . . go figure. As far as bonding . . . and re-reading I indeed did not pay the cost (2BP x Force) to actually bond the foci . . . great catch.
I can't tell from your sheet - remember to allocate some build points to bond those weapon foci, if you haven't already. Also, purely by RAW, they only add to attacks (not blocking), so you really only need (and can benefit from) one of them. But check with your GM too, because that is one of those areas where GMs override the RAW with some common sense (why wouldn't they help blocking, too?).