So this weekend our local Missions-group is replaying a mission I've already played, which was a good reason for me to try out a new character archetype. Since I've never actually played a cybered character yet, I figured I'd give it a shot.
The idea is a now cybered up street urchin who uses her cyberarm as her main weapon. I gave her decent stats on str/agi and the like, first for limits and speed, second for backup purposes and third because low-agi/str wouldn't fit the image and backstory. As backup she has a rifle (which uses the average of both limbs, but that's still respectable). It's mainly a combat character, with some social skills and such added, but mostly to not be a hazard in social situation.
It doesn't have to be an excellently min-maxed character, for one because I probably won't play it much anyway, but I was wondering if people found some glaring mistakes or omissions, or have other remarks on the character.
So without further ado:
Yvette
Metatype: Human
B4 A5 R5(7) S4 W3 L2 I4 C3 E5
Damage track: 11P, 10S
Armor 21 (27 total soak)
Limits: Phys 8, Ment 4, Soc 4
Qualities:
Indomitable (Physical)
Moderate addiction to Novacoke, Mild allergy to Silver, Weak immune system
Active Skills:
Computer 1
Cybertechnology 1
Etiquette 1
Longarms 6 (Sniper Rifles +2)
Negotiation 1
Palming 4
Perception 6
Pilot Ground Craft 1
Sneaking 4
Unarmed Combat 6 (+1) (Cyber-implants +2)
Athletics Group 2
Knowledge skills:
English N
Spanish 2
Police Procedures 2
Seattle Street Gangs 4
Sprawl life 4
Augments: (1.55 essence left)
Eyeware:
Vision Enhancement 3
Thermographic Vision (Alphaware)
Flare Compensation (Alphaware)
Smartlink (Alphaware)
Audio Enhancement 3 (Alpha)
Bone Lacing (Aluminium)
Cyber Arm (Obvious)
Agi 6(9), Str 6(9), Armor 3, Shock Hand, Spurs
Datajack (Alphaware)
Orthoskin 3
Reflex Recorder (Unarmed Combat)
Weapons
Remington 950
Armor
Armor Jacket
Helmet
Other gear
Transys Avalon
Medkit 6, Novacoke x2, Flashlight, Plastic restraints x10, Respirator 6, Survival kit
Harley-Davidson Scorpion
Horizon Flying Eye w/ Clearsight 6, Maneuvering 6, Stealth 6
Contacts
Fixer C5, L2
Street Doc C2, L2
Mundane gear isn't fully worked out (the 'ware should be, though) - I'm planning on looking through Run & Gun and such to see if there's better options, but basically decent armor and a legal rifle, plus other mundane stuff that might be helpful. Contacts aren't worked out either (as you can see), and I still have 4 karma and just over 20K nuyen to spend on things. But the main character idea is worked out.
In-combat, the character is pretty beefy, with an 18-dice main attack for 12P-2, and a ranged attack with 17 dice (even with averaged AGI) for 12P-3. Turns out, ranged weapons are actually much better with cyberarms; but meh, I want a cool bladed arm. The shock hand in the arm is basically because I didn't want to waste the 4 capacity, but a backup 9S stun option is actually sort of nice. And with 11 defense dice and 27 soak dice (probably a bit more after Run & Gun), survivability isn't too shabby either. Compared to my other character 11+3d6 init is quite the step back, but objectively it's pretty decent.
Out of combat, I'm less useful. I can scout if needed but I'm not terribly good at it, and my social skills are the bare minimum to be able to join in a conversation without making the entire team look bad. I could also be a backup driver. So not stellar, but I can do some things.
Anyone have any hints on obvious upgrades I missed, or glaring holes in my character I should patch up, or just plain things that could be done better? The core idea - an ex-ganger with a deadly cyberarm - is set in stone, but everything else is still up to change.