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I've hated on Cybers for far too long. Time to delve

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ShinigamiWolf

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« on: <06-21-12/1701:58> »
Ok, so I can't help but sit here and toy with cyber augments right now with the Elf Urban Brawler. It seems far to much more cost effective and appropriate to go cyber/bio. So here is my starting point for my character...

Elf with No Name
Body 5
Agility 6
Reaction 2
Strength 2
Charisma 4
Intuition 4
Logic 3
Willpower 5

Edge 2

Lovely stats. I am comfortable with them as they are, a little on the slow side but he's a support so a little slow isn't bad...not to mention he will be using Betameth and Snuff so it'll bump up a bit. Any who, time for skills.

Currently no Positive qualities
Neg:
Addiction Mild Betameth and Snuff 10bp (Snuff has been cleared by the by)
Debt 20bp
Thrill Seeker 5bp

Climbing 4
Demolitions 1
Gymnastics 4
Hardware 4 Mag+2
Infiltration 5
Locksmith 4
Longarms 5 Sniper Rifles +2
Perception 4
Shadowing 3

So I'm trying to find a good bit of Augmentation to go with. I kinda wanna max out Agility so I was thinking Muscle Toner 4.
Now I assume Move by Wires 2 is another almost another rather heavy thought that comes to mind. So that would probably be the max on restricted gear.
I was thinking perhaps increase Logic as well but I'm stumped on the rest. I kinda wanna increase body with it but I'm not sure how to go about it. Any suggestions on someone good with toying with cyberwear can give me the proper loadout? I was silly and forgot to mention the amount of BP I have left. He's currently sitting at 358 BP and at -14k. I've already bought the first month of living.
« Last Edit: <06-21-12/1737:09> by ShinigamiWolf »

ShinigamiWolf

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« Reply #1 on: <06-21-12/1735:28> »
Ok, it seems silly that I reply to my own thing but I feel it's easier to distinguish the starter product with what I came up as a final product. So here is what I thought of when it comes to my character idea as far as cyber, please give me some feedback as this most assuredly my first time delving into cyberware/bioware.

Move by Wire System 2 (2nd-Hand Alphaware)
Retractable Climbing Claws

Cerebral Booster 2
Muscle Toner 4
Platelet Factories.

Now that and the two takes of Restricted Gear leave me at 391 for me to get gear and lifestyle.

Dragoon

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« Reply #2 on: <06-21-12/2331:34> »
I would suggest saving the cerebral booster for play.  The reason for this is that you want to get your base equipment before you get add-ons put in there.  So with that suggestion, use the nuyen freed up from that to buy a synthacardium rating 3.  Then drop gymnastics and climbing for the athletics skill group.  You still gain the benefits of those two skills (at the same competency level), and two additional skills and you free up 24 build points.  I would then drop Charisma down to the metatype minimum, you don't have any skills that take advantage of the higher charisma, so you're better off putting that point in another attribute or allocating it to starting gear.  Remember the advantage to wares over magic is the fact that your starting nuyen also increases your stats.  When you're going cybered you want the extra BP to dump into starting cash.  Leaving an attribute low keeps the karma costs down in play, and allows you to cheaply enhance a stat in play.   There's only one piece of ware that gives you a bonus to your actual body, the suprathyroid gland.  Which if you want that, just drop the move by wire for a wired reflex 2, and reaction enhancers 2.  Takes up a bit more essence, does the same (Except for the skill wires), but saves you money for starting equipment.  You can always upgrade to the move by wire in play, then cram in a bit more cyber to fill the essence hole.  Other pieces of ware the help out; Attention Coprocessor (+3 to your perception checks for only 9k), Cyberlimbs, Reflex recorders, and Trauma damper.  The list is by no means all there is that's helpful, but it does give an idea of what kind of gear helps out.