A fair number of people seem to have the view that physical adepts don't quite stack up to augmented characters at character creation. Well, I won't deny they can end up being the stereotype 'one-trick pony.' But if that trick is good enough, you might find it can take you pretty far.
The following is modified from a character idea I had helped someone build for a local game. And I have to say I was quite surprised at what I discovered an adept could be capable of starting fresh with in a normal 400BP build. Two things to keep in mind: If a GM applied the dice pool caps from SR4a p.61, this idea would have a limit of 28 dice to any one pool (so its fine). And second, a panther cannon has a base damage profile of 10P, AP -5 (keep this in mind).
I won't fill in all the stats here. Just the ones needed to make this example. So without further ado....
Elven Physical Adept
Agility 7, Reaction 5 (7), Strength 4, Intuition 3, Magic 6, Initiative 10, Passes 3, Unarmed Combat 7 (10) +2 (SP Martial Arts)
Qualities: Adept, Aptitude (Unarmed Combat), Martial Arts II (Tae Kwon Do), The Warrior's Way*
Adept Powers: Improved Reflexes 2*, Critical Strike 6*, Improved Ability (Unarmed Combat) 3*, Penetrating Strike 3 (total power point cost: 4.89)
Martial Art Maneuvers: Finishing Move, Full Offense, Kick Attack, Multi-Strike
Martial Art Advantages: +1 die on Charging attacks, +1DV on Unarmed Combat attacks
Gear: Hardliner Gloves, Assorted Armor (anything Softweave modified is good, form fitting and securetech PPP parts)
In case you're not following and doing the math (and possibly already slack-jawed), here's how it comes together"
Base melee combat pool is 19 with specialization. Lets say Bruce here just had two triad posse members try and shake him down for everything he owns in an alley. Bruce is at a dead end and they're at medium range (15m) with their machine pistols. One of them has a knife, the other a sword. Bruce takes a combat stance to show them hes not intimidated. Combat begins.
Note: to avoid a lot of dice rolling to show this example, I'm going to say 1 in 3 dice is a success for everybody, rounding down. Feel free to use 'Bruce' in some examples yourself and roll the dice if you want to see something with more chance.
Initiative: Bruce gets a 13, the triads 10. Bruce goes 'kung fu' on them, declares full offense and Charges both of them (+6 dice added to his pool,and he can cover up to 25m on the run). Bruce has a dice pool of 25 currently and throws 12 dice at the knife wielder and 13 at the swordsman. Neither posse member is very worried at this time and so they each elect to parry (7 dice for each). Bruce gets 2 net successes versus each.
Combat Note: the sword's reach really doesn't help here. Bruce threw in an extra die in case the reach made a negative for him, and the triad would only have a pool of 8 if it was added to his dice (remember I abstracted this 1 in 3 for successes from pool).
Damage Time: AP of -3 leaves each triad with 1pt of impact armor, so 4 dice pool to resist 12P (remember that panther cannon comparison I mentioned?). With 1 success they each take 11 boxes of physical damage. Game over, triads.
But lets say they made all 4 of their resistance dice to soak some damage and are still on their feet. And Bruce declared Full Offense so he won't be able to defend against any melee attacks until his next action. That's okay, its not the triad's turns yet. Since Bruce hit (whether damage was caused or not) he can declare his Finishing Move. He gets to make an immediate follow-up attack in the same Action Phase (counting as an interrupt and using up his next available action).
Bruce Part II, aka "Finish Them!": No longer Charging and Full Offense already used, Bruce has a 'mere' 20 dice pool attacking both of them again. 10 pool against each gets him 3 successes each. each of the triad members has already defended (-1) and is wounded (-2) leaving them each 4 dice. Again, 2 net successes on the triads. Which means once again they're ending up with 8-12 boxes of physical damage. This time, they're off their feet. For good.
While this was a pretty light example, I think everyone can see other options of how this plays out. If Bruce were to get initiative on a single tough opponent during a run, he could rush in with a 24 dice pool, and follow it up with another attack at 19 pool before the enemy can react effectively. In many cases, this could likely be a one-action knockout from his deadly hands.
Think these numbers of dice seem unreal? Try making the build yourself. Look at all the relevant rules. Then you too can stare in amazement at how this is possible right out of character creation.
