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There's the additional advantage that the Face appears unarmed. This can be valuable during tense situations where it's important to seem non-threatening even though you are, in fact, a significant threat.

"Never disarmed" is a great card to have up your sleeve and one of my favorite reasons to play unarmed combatants.

Anyway, I'd be interested in seeing the face physad build when it's ready, Hobbes.
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lol...that sounds fun.  No one expects the face to drop someone like that.

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I've got a gnome physad face theorycrafted build that uses and abuses Edge and Knock out blow. 

No burn out, just didn't need it.  DV was 'only' 6, but with KO blow and a decent dice pool it still would still one shot most Missions opponents.  Which is fine for a Face character IMO who's primary function is to be a living MToc.
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Forgot about the rule for using STR for Close Combat.  Should have read the Companion section of the SRM FAQ before making my character. :D  Still, I'm pretty happy with what I ended up with.  I went Koborokuru instead of Cyclops - the thought a of a 3-4' tall person dropping people in one kick was too amusing in my head.

Thanks again for your builds.  They're a great source of inspiration.
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Sixth world also adds the option to use Str for your Close Combat skill.  If your table is using that rule this build would want to really shuffle things around and probably be a weapon user as well. 

Getting a high AR/DR for edge generation is still doable though, and this character pretty rapidly improves in a few runs with a couple more Martial Arts and Qi Foci.

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In Sixth World Companion Cyclopean Eye loses "gain an Edge on all actions within Close range." It is just a negative quality now. :(
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Edge Zone / Re: Guard ability
« Last post by Bull on <02-02-23/2219:46> »
So I was reading the rule book, and had a question about the ability  gaurd, in what situation would you use it, since you can assign damage to your runners how you want to.  Sorry guess I say this post is for Edge Zone.


There are some challenges that allow the owner to apply damage as he wants, and in Runner vs Runner PvP combat runners are paired up, so the damage gets applied straight accross.  So if you ahd a Bodyguard with guard and a Mage, fighting two Street Sams, you would have a Street Sam vs the Mage, and the damage can normally only go to the Mage.  But since the Bodyguard was involved in teh PvP, he could soak the damage to save the mage.

There are also some Specials that will do direct damage to specific runners.

It's situational, but can be useful.
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Errata / Re: [SR6] Hack & Slash
« Last post by Banshee on <01-31-23/0835:39> »
Convergence is the same for AIs as for any other natrix entity,  no special rules required.

Bonus to DR is the "extra protection"
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Errata / Re: [SR6] Hack & Slash
« Last post by Smogg on <01-31-23/0703:00> »
1) I have no reason to think one way or the other since there no rules for it. To be clear: Rule is missing.

2) To be clear. When I read the text I get the impression they forgot to put full rules for how the AI is better protected. Maybe they did not forget anything and then all is well.
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Rules and such / Re: [Hack & Slash] Hitchhiker
« Last post by Lewis Greywolf on <01-31-23/0630:11> »
It was originally introduced in Third Parallel and just reprinted in H&S. It has the same cost and availability as any other standard hacking program listed in the CRB.
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