Ah, appreciated. The cultured bioware makes sense, but I thought the cyberlimb enhancement only counted for standard cyberlimbs versus customized. At least, that's what I understood of the ruling.
I think the numbers were a result of my averaging. I usually write down the max that I can attain and average the numbers on a case-by-case basis. Also, I thought cyber allowed you to operate at above-max or is that the max you can have even with cyber? Under different circumstances, he'd definitely be an orc. My only concern is that he's part of two campaigns set several years apart. Coupled with the length of his backstory, I'm concerned about age being a problem.
You know, surprisingly, not a lot of people I run into acknowledge that particular rule so backstory reasons, backstory reasons everywhere.
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Taken into consideration, though I really am fond of my specializations (if you couldn't tell). I'm just covering my bases with the driver's license; if it's comped, then I can use the 400¥ for something else. Same with anything else on the sheet, really.
The way cyberlimbs work is that they start off with agility 3, strength 3, body 3. Customized cyberlimbs let you raise these values to your natural maximum at 1500Y and +1 avail an increase. From there, you can increase the limb's attributes by using cyberlimb enhancements. All of this is capped by your augmented maximum since that caps everything unless stated otherwise. There's an option rule in
Augmentation that you can redline a cyberlimb to go over the augmented max. I guess with enough body, you can redline for maybe +1 over the cap 24/7 especially if you can buy hits.
As for cyberlimb attributes and averaging, I discuss it
here.
You know I never noticed that it never explicitly says that cyberlimb enhancements are capped without a cybertorso for customized limbs, just standard limbs. However the line "Customized cyberlimbs func-tion like standard limbs in most regards" is likely suppose to cover this sort of thing. Arguing that the limit doesn't apply to this is going to get a slap from nine out ten GMs.
As for worrying about aging in orks, I believe there's a mention somewhere (maybe a novel though) that goblinized orks age like humans. Since humans born to ork parents sometime goblinized at puberty (at least back in the SR2 days), you can get your ork on and live to see 60.
As for your skills, they can use some optimization. You do want your automatics at 6, that +1 die will never be cheaper. After that, I'll try to get skill values in the 0,1, and 4 range. I would drop drop Dodge, Climbing, and Running for the Athletics group. You can grab Athletics 4 at no loss of points. Personally I'll grab it at 1 and look into buying up attributes/other skills. Sadly 4 dice at demolitions is enough to suck at it and you're most likely going to do fine without first aid. I would drop them. Infilitration is a great skill and you should grab it, preferably at 4.
I would consider not getting specializations. Mainly as a mundane, you don't have very many karma sinks. Thus the 16 or BP you spent now can be better spent elsewhere (say getting another skill from 0 to 4). Then you just grab them during play. Depending on your group's karma rate, this should take 2-4 runs and that's nothing.
I do suggest even if you don't go ork to increase your body. Body is your take damage stat especially if you use stacking armor. I would also likewise look into grabbing Willpower 3 for the extra stun box. To afford this, you should lower your agility to 5. That saves you 25 points and only costs you a die to some agility tests (since you're using your arms for shooting). If you can free up 5 points from somewhere, I'll look into increasing your body to 5, or increase either reaction or intuition by 1. It depends on if you're an ork and other factors.