
EmissaryOfTheNorth |

@mdt: I suspected something like that, what with Street Sams being murder machines and me only looking at having a big gun while yelling in a rough voice "Dust pal, or I'll pump lead!"
Should say, tho, that Reaction and Intuition were going to be -coupled with Body- my top Abilities, so Initiative should be great, bo.
That said I'll look at things over, maybe specialize in a couple things and such but maintain a healthy dose of investigative skills... and will obviously check what's up with augmetics and weapon mods.
And failing everything, if I get chosen let's pray for a dedicated murder machine in the squad.

mdt |

You might want to think about a physical adept PI. That's part of the problem, it's not just the street sammy's. You also have to worry about the Physical Adepts, who are greased lightning on owl excrement, and even mages can cast spells that give them super high initiative.
For an arcane archer, there's no real way to enchant arrows in Shadowrun. Magic doesn't work like that.
Basically, you can get a Weapon Focus, as a physical adept, and get bonuses to hit from it. You could also work up a custom magic spell that requires an elaborate focus (bow and arrow). But actually enchanting arrows isn't really something the system is set up for (unless they added something in 5th).

mdt |

If you want that flavor, you can go with a Mystic Adept. Basically, a Mystic Adept has a magic of say, 6. He allocates 2 toward Physical Adept powers, and 4 towards Casting Spells (or vice versa, or any other combo that adds up to his magic attribute). This lets you buy physical adept powers (like increased reaction speed, or extra dice, with say bows) and then the spell casting lets you cast spells and summon spirits.
I'd go 50/50 if you want a sort of mystic Hawkeye type vibe. Low to moderate level spells and permanent self enhancements (for .25 magic points a physical adept can have telescopic vision to negate all range penalties!).

EmissaryOfTheNorth |

Mmm I will consider it, but being this my first run with the system -hehe, got it?- I will probably refrain from dabbling into adepts and mages.
Will totally cyborg my PI up at least a bit, specially the scent upgrades and recording eyes/ears.
Quick question? How does one get a second Pass during Initiative? It goes simply by having 10 -or increments of 10- more than the rest or does it involve other variables?

mdt |

As Philo says, 3rd edition it was number and decrease by 10. Fourth you get specific passes by having cyberware, bioware, adept powers, and spells. Some do or do not stack.
Basically, 4th edition ensures you get N attacks for Y boost. 3rd edition your number of actions per round were more randomized.
3rd : Initiative = Reaction + 1d6 + Boost Dice. Initiative passes equal (Initiative modulo 10) + 1.
4th : Initiative = Reaction + 1d6 (I think you still add a d6). Initiative passes = 1 + (Boost rating).
I believe I have the 4th edition right, it's been a few months since I looked, and I didn't GM 4th edition for 10 years like I did 3rd.
Level 2 Wired Reflexes, with Reaction 8 :
3rd Edition : 8 + 1d6 + 2d6 (Rating of WR) = 11 to 26, Initiative passes = 2 or 3. (11/1, 21/11/1, 26/16/6)
4th Edition : 8 + 1d6 = 9 to 14 Initiative passes = 3 (1 plus Rating of WR)

Loup Blanc |

Whoa, lots of posts still, even though I'm moving to another thread for recruitment. Glad to see continued interest, of course, as well as some new people. I won't answer everything here, since I'm trying to write up a full post for the new thread and I'll try to answer things there, but a couple notes:
1st, yes, mdt's first combat example was based on 3rd, which is why it looked like gibberish to me at first glance. Initiative now runs on Reaction+Intuition, and you roll it as a dice pool just like any other attribute or skill roll. Initiative passes are indeed based solely on any boosts you get from magic or tech, and I can't think of any that stack with each other.
2nd, I'd say that 4th isn't quite as huge on the tenets mdt mentioned as 3rd was, I think. Certainly it's incredibly helpful to go first, go a lot, and to be specialized--but that's true of just about every game system in terms of combat. It's why you'll see builds for ifrit sorcerers with +11 to initiative and a DC 16 save on charm person at level 1 (to give an example) in Pathfinder. In Shadowrun things are exacerbated by the prevalent availability of things that make you kill fast--whether by blowing fire out your butt or sticking wires up it. You do see a lot of tricked out street sammys flying around on rocket feet geeking five guys a round, or physical adepts doing the same thing but with magic wind-step feet or something.
BUT, there's still plenty of room for other character options, and not everybody needs to have three initiative passes and roll 12 dice to go first. A good team probably only needs one or two people to do that, actually. The others should be good at other things, like personal skills, or smart stuff, or knowing how to keep the razorboy's augs working when he takes an unexpected dip in the electric grid. It's also worth remembering that the average person--even the average criminal--doesn't have access to that kind of stuff. So a regular beat cop or detective (privatized, of course) probably doesn't have wired reflexes, because he doesn't really need them to do his job. He doesn't go picking fights with Renraku Red Samurai, for lots of reasons, but primarily because HOLY SH*T HAVE YOU SEEN HOW FAST THEY BLEND.
tl;dr--Don't worry if you aren't making a super-specialized combat monster, because I'm not going to just select those. There are lots of other good options out there, and I'd like to see some of those character archetypes as well.
3rd, yes. Shadowrun slang is wiz. If you don't know it, chummer, that's nil sweat, but still fun to pick it up if you can. Here's a relatively non-comprehensive guide to get you started.

EmissaryOfTheNorth |

Well, that's good to know, I feared building a character somewhat "bad" because of my poor knowledge of Shadowrun's powerlevel.
About cyberware, I do believe it's cooler if you justify it with your background. For example: both improved scent and cybereyes -complete with recorder and smartlink- sound like something a PI would use, but if you are thinking about Muscle Replacers, Bone Lacing or even Wired Reflexes/Reaction Enchancers it is even better if you had to implant them because of a past injury -maybe one of your contacts is the Doc that helped you. A friend of a friend that now patches you between runs-
Anyway, I'm really looking forward to the Recruitment. Gotta say I'm liking what I see in the CRB.

mdt |
1 person marked this as a favorite. |

Yeah, it all depends on how the GM runs it. However, I will say that at some point you will be fighting another Runner team, that's how the Shadows work. :) When you do, take the following advice.
1) Geek the Mage
2) Pick off the uni-actions first, simplify the combat (IE: People who don't have multiple actions should be your highest priority targets, take out the weak links first).
3) Geek the Mage
4) Cover your own 'weak links' when it comes to the action economy (it's brutal, and it has no mercy).
5) GEEK THE FRAGGIN MAGE!
6) Your Rigger is Your Friend, for he has HEAVY FIREPOWER!
7) OMG OMG MY FLESH IS MELTING GEEK THE HOOP FRAGGIN MAGE!
8) Have a fully paid up Doc Wagon contract.

Almagafor |

I'm totally up for Shadowrun.
Some advice for new runners.
1)Geek the mage, it can't be said enough.
2)Try not to aggravate all the major Corps and crime outfits in the area, friends are good to have, employers are better.
3)Don't take it too personal, Johnson won't and he might hire you again tomorrow
4)If the enemy has a lot of guncams/cybereyes and someone on your team just turned into a fine mist, they have a sniper able to shoot through walls, begin jamming wifi and pray.
5)Don't meddle in the affairs of dragons.
I've got a few characters I would get a kick out of so just tell me which sounds good:
Yakuza Mage (face/combat support)
Former Knight Errant turned reality TV star (Street Sam with connections)
PI/mage (can't go wrong with more investigative/magic ability)
Hardcore recidivist (plays well with others, just a total sociopath)
The sniper (I do it real good, see #4 above)

Almagafor |

Um, just to reiterate the question, is melee viable? Sorry.
Sorry on my end, didn't see the question. Melee is extremely viable and typically takes one of two builds. First up is big and stompy, able to close and begin dishing out the pain while absorbing much of the incoming punishment. Usually, you see this done with a cyber build. Second is the stealthy approach, get in tight without being detected and commence stabbing. I've typically seen this with adept builds as they lack the cyberlimbs to make a tank maximally effective. Note that you can do a mix of stealth and tank or do an adept that tanks or a Sam that sneaks, also cyberadepts can be terrifying, it's just harder to pull off and requires a bit of finesse from the player.
On the note of having a ranged option, yeah this kinda has to be done. Note however, a few points sunk into a firearm skill, a decent full auto weapon, and suppressive fire can be very effective. Take the same approach many Faces do when it comes to combat in general, make the combat monsters better able to do their job. If the enemy is beyond your reach with a melee build then try to eat into their reaction pool and let the ranged specialists do the heavy lifting.

The Doomkitten |

How legal is it to stack 8 levels of Critical Strike? Can't find anything that says it's illegal, but now I'm dealing more damage than a Panther XXL with my bare hands.
EDIT: Also, is a B/I defense of 13/11 good, or should I boost it more? I'm debating on whether to get a full point of Mystic Armor or increase my Unarmed skill by 2, since my Agility is somewhat lacking currently.

Philo Pharynx |

Philo, if you want to be the social character, I can find something else to play, although I would recommend that you go adept over mage, as adept has some powers that are keyed directly to making people do what you want, and are must less overt than spellcasting.
Oh, she's a mystic adept. I may go full adept if the GM disallows exotics.

The Doomkitten |

Alright, here's a basic list of all the stuff for my character. I think I'm going to go with two levels in Improved Ability: Unarmed Strike, unless people think that's a horrible idea and I should go with Mystic Armor instead.
Metatype: Troll (40 BP) 360 BP left
Magic: 6 (55 BP) 305 BP left
Edge: 3 (20 BP) 285 BP left
Adept (5 BP) 280 BP left
Mentor Spirit: Bear (5) 275
Guts (5) 270
Toughness (10) 260
Spirit Bane - Bugs (+10) 270
Gremlins 4 (+20) 290
Sinner - UCAS (+5) 295
Agility: 4 (30) 265
Body: 8 (30) 235
Reaction: 4 + 2 (30) 205
Strength: 8 (30) 175
Charisma: 2 (10) 165
Logic: 3 (20) 145
Intuition: 4 (30) 115
Willpower: 3 (20) 95
Initiative: 10
Pistols 4 (16) 77
Automatics 4 (16) 61
Unarmed Combat 6 (24) 33
Dodging 4 (16) 17
Perception 2 (8) 9
Climbing 1 (4) 5
Running 1 (4) 1
Safe Sprawl Nightclubs 4
Dangerous Sprawl Gangs 4
Urban Brawl Teams 5
Street Shamans 4
Urban Brawl Rules 4
English N
15,000 nuyen (3 BP) 0 BP left
Ruger Super Warhawk (250 nuyen) 14750 nuyen left
AK-97 (500 nuyen) 14250 nuyen left
Laser Sight: 2 (200 nuyen) 14050 nuyen left
Spare Clips: Warhawk 10 (40) 14010
Spare Clips: AK-97 10 (40) 13970
Regular Ammo: Warhawk 8 (160) 13810
Regular Ammo: Ak-97 8 (160) 13650
EX-Explosive: AK-97 2 (200) 13450
EX-Explosive: Warhawk 2 (200) 13250
Shock Pad (50) 13200
High Explosive Grenades: 5 (225) 12975
Armor Jacket (900) 12025
Helmet (1000) 11025
Sony Emperor (700) 10325
Renraku Ichi (600) 9725
Trodes (50) 9675
Fake SIN 4 (4000) 5675
Automatics License 4 (400) 5275
Heavy Pistols License 4 (400) 4875
Concealed Carry License 4 (400) 4475
Gyro Stabilization (3000) 1475
Low Lifestyle
Improved Reflexes 2 (2.5 PP) 3.5 PP left
Killing Hands (.5 PP) 3 PP left
Critical Strike 6 (1.5 PP) 1.5 PP left
Improved Ability 2: Unarmed Strike (1 PP) .5 PP
Mystic Armor (0.5 PP)
Is my math wrong? Any glaring build deficiencies?

The Doomkitten |

Very slightly different build.
Metatype: Troll (40 BP) 360 BP left
Magic: 6 (55 BP) 305 BP left
Edge: 3 (20 BP) 285 BP left
Adept (5 BP) 280 BP left
Mentor Spirit: Bear (5) 275
Guts (5) 270
Toughness (10) 260
Spirit Bane - Bugs (+10) 270
Sinner: UCAS (+5) 275
Astral Beacon (+5) 280
Agility: 4 (30) 250
Body: 8 (30) 220
Reaction: 4 + 2 (30) 190
Strength: 8 (30) 160
Charisma: 2 (10) 150
Logic: 3 (20) 130
Intuition: 4 (30) 100
Willpower: 3 (20) 80
Initiative: 10
Pistols 3 (12) 68
Automatics 3 (12) 56
Unarmed Combat 6 + 2 (24) 32
Dodging 4 (16) 16
Perception 2 (8) 8
Safe Sprawl Nightclubs 4
Dangerous Sprawl Gangs 4
Urban Brawl Teams 5
Street Shamans 4
Urban Brawl Rules 4
English N
30,000 nuyen (6 BP) 2 BP left
Force 2 Gauntlet Focus (2 BP) 0 BP left
Force 2 Gauntlet Focus (10000 BP)
Ruger Super Warhawk (250 nuyen) 19750 nuyen left
AK-97 (500 nuyen) 19250 nuyen left
Spare Clips: Warhawk 10 (40) 19210
Spare Clips: AK-97 10 (40) 19170
Regular Ammo: Warhawk 8 (160) 19010
Regular Ammo: Ak-97 8 (160) 18850
EX-Explosive: AK-97 2 (200) 18650
EX-Explosive: Warhawk 2 (200) 18450
Shock Pad (50) 18400
High Explosive Grenades: 5 (225) 18175
Armor Jacket (900) 17225
Helmet (1000) 16225
Sony Emperor (700) 15525
Renraku Ichi (600) 14925
Trodes (50) 14875
Fake SIN 4 (4000) 9875
Fake SIN 4 (4000) 5875
Automatics License 4 (400) 5475
Heavy Pistols License 4 (400) 5075
Concealed Carry License 4 (400) 4675
Weapon Focus License 4 (400) 4275
Gyro Stabilization (3000) 1275
2 Speed Loaders (50) 1225
2 External Smartgun Systems (800) 425
Smartgun System License 4 (400) 25
Low Lifestyle
Improved Reflexes 2 (2.5 PP) 3.5 PP left
Killing Hands (.5 PP) 3 PP left
Critical Strike 6 (1.5 PP) 1.5 PP left
Improved Ability 2: Unarmed Strike (1 PP) .5 PP
Mystic Armor (0.5 PP)

JDPhipps |

Personally, I always suggest using a Gas-Vent system rather than Gyro Stabilization, but that's just me. The AK-97 doesn't have the High Velocity quality (from Arsenal) so you can't take more than one long burst per turn; if you fire with a long and then short burst, you only need 5 points of recoil compensation (-5 Long Burst, -3 Short Burst), unless you fire a Full Burst as a Complex Action. Recoil in SR4 rests each Initiative Pass, and the combined penalties don't stack. For instance, firing a Long Burst has a penalty of -5, and a Short has a penalty of -2, and each additional shot acquires a -1 penalty on top of it; so firing a Short Burst as a second Simple Action is only at a -3.
As for my character, he's a former member of a Knight Errant High-Threat Response Team. I originally had him planned as a high Charisma-build, but it seems like someone else is taking that role; since he starts with 3 Charisma as an Elf I'll probably buy some ranks in it, but I'll probably shift some things around and give him some other talents like First Aid and such along with having a focus on firearms. I'll look around at picking up a skill-set no one else has.
EDIT: Emissary, your PI might be a good candidate for a decker? Being able to hack and deal with the Matrix might be super useful for your line of work. If you're not interested in it, I might pick it up instead.

Almagafor |

Doomkitten: I was looking at your gear. Why buy spare clips for the Super Warhawk? I'm thinking that was an oversight as you do have speed loaders. Also, it looks like you only bought 20 rounds of EX-Explosive for the AK which isn't enough for a full magazine. You should buy a few more rounds to fill up a full mag. You may also consider picking up a specialization in your unarmed skill, 2 extra dice for a fairly low cost and highly used skill can be well worth it. Everything else looks shiny.

JDPhipps |

Actually, one other issue with her sheet is subject to GM opinion; she purchased licenses for each individual firearm, which isn't necessarily how that works. I've always assumed you purchase a license to own and one and another for concealed carry, but it's ultimately up to individual GMs. You end up having to purchase a lot of licenses and can eat through some nuyen the other way, which is why I've always assumed the other.

Takigami 'Overflight' Mina |

Dorjan 'Secerător' Albescu |

EmissaryOfTheNorth |

Rereading some of ny Cthuloid things got me wondering something.
Loup has inplied that Elder Ones stuff won't appear from the start... but once it does appear, will they be open to playera? I mean, obviously a Cultist of Yog-Shoggoth isn't a good team player but the Expanded Cosmology reveals entities definitely not evil, some of them may even be considered "good aligned".
This is mostly food for thought, but the question is there.

Anderlorn |

Personally, I always suggest using a Gas-Vent system rather than Gyro Stabilization
Technically speaking, both would be the best system. Gas vent would silence and keep the barrel from rising which is what a suppressor does today or a compensator for a more noisy operation. Today, a floating barrel acts as a gyro stabilizer but a true gyro stabilizer would turn any rifle into a sniper rifle for everyone for you would no longer need surgical steady hands to be lethal at a half a mile or more.

The Doomkitten |

Hm. Reading over the Weapon Focus, I'm not sure that it works with an Unarmed-style build, and the only other benefit it gives aside from that I get from Killing Hands. I'll swap a few things around.
Metatype: Troll (40 BP) 360 BP left
Magic: 6 (55 BP) 305 BP left
Edge: 3 (20 BP) 285 BP left
Adept (5 BP) 280 BP left
Mentor Spirit: Bear (5) 275
Guts (5) 270
Toughness (10) 260
Spirit Bane - Bugs (+10) 270
Sinner: UCAS (+5) 275
Astral Beacon (+5) 280
Agility: 4 (30) 250
Body: 8 (30) 220
Reaction: 4 + 2 (30) 190
Strength: 8 (30) 160
Charisma: 2 (10) 150
Logic: 3 (20) 130
Intuition: 4 (30) 100
Willpower: 3 (20) 80
Initiative: 10
Pistols 3 (12) 68
Automatics 3: Assault Rifles (14) 54
Unarmed Combat: Martial Arts 6 + 2 (24) 32
Dodging 4 (16) 12
Perception 2 (8) 4
Safe Sprawl Nightclubs 4
Dangerous Sprawl Gangs 4
Urban Brawl Teams 5
Street Shamans 4
Urban Brawl Rules 4
English N
20,000 nuyen (4 BP) 0 BP left
Ruger Super Warhawk (250 nuyen) 19750 nuyen left
AK-97 (500 nuyen) 19250 nuyen left
Spare Clips: AK-97 7 (28) 19222
Regular Ammo: Warhawk 12 (240) 18982
Regular Ammo: Ak-97 24 (480) 18502
EX-Explosive: AK-97 8 (800) 17702
EX-Explosive: Warhawk 1.2 (120) 17582
High Explosive Grenades: 4 (150) 17382
Armor Jacket (900) 16482
Actioneer Business Clothes (1500) 14982
Helmet (1000) 13982
CMT Clip (300) 13682
Renraku Ichi (600) 13082
Fake SIN 4 (4000) 9082
Fake SIN 4 (4000) 5082
Firearms License 4 (400) 4682
Concealed Carry License 4 (400) 4282
Gyro Stabilization (3000) 1282
Speed Loader (25) 1257
2 External Smartgun Systems (800) 457
Smartgun System License 4 (400) 57
57 nuyen
Low Lifestyle
Improved Reflexes 2 (2.5 PP) 3.5 PP left
Killing Hands (.5 PP) 3 PP left
Critical Strike 6 (1.5 PP) 1.5 PP left
Improved Ability 2: Unarmed Strike (1 PP) .5 PP
Mystic Armor (0.5 PP)

JDPhipps |

JDPhipps wrote:Personally, I always suggest using a Gas-Vent system rather than Gyro StabilizationTechnically speaking, both would be the best system. Gas vent would silence and keep the barrel from rising which is what a suppressor does today or a compensator for a more noisy operation. Today, a floating barrel acts as a gyro stabilizer but a true gyro stabilizer would turn any rifle into a sniper rifle for everyone for you would no longer need surgical steady hands to be lethal at a half a mile or more.
Gas Vent systems only reduce recoil penalties in SR4, they do nothng with silencing a weapon; in fact, I don't think you even can silence a weapon that has a gas-vent system on it. Gyro Stabilization again only reduces recoil, but you generally wouldn't need them both together. Without anything else they get you a total of 9 points of recoil compensation, which is almost always overkill. It doesn't affect possible range penalties, nor does it increase your maximum range.

mdt |

This is why cyber-adepts are the king of snipers. For .25 they get no range penalties on any shot, so for an investment of just 1 magic point, they get a better version of this than any tech solution. They can also add things like infrared or low light (or both), or even unusual senses like echo-location (I had this on an adept, used to shoot out the lights first thing in a fight, or an ally would throw a smoke grenade). They can also get bonuses with their sniping skill, which can really help. Then you stack on the technology stuff (like smartlinks) and skillwires...
Note, I never said you needed to max out your initiative passes, but you do want to get at least a +1 if you can. And there's another reason for that, especially in PBP.
Round 1, Pass 1 :
Player A goes
Player B goes
Player C goes
Round 1, Pass 2 :
Player A goes
Player B goes
Round 1, Pass 3 :
Player A goes
Round 1, Pass 4 :
Player A goes
It's not so bad in a table top game, but in a PBP, having 1 init pass while half or more of the team has multiple means you are getting one post a week usually, sometimes two, during combat. Now, that can be advantageous if you are unable to post as much as the rest of the players, but it is VERY painful if you are the fast poster with 1 init pass, and Player A is the person that posts every 2 or 3 days.
As the GM, having see it happen now a couple of times, I'd probably limit init passes by posting frequency.

JDPhipps |

Your examples are a bit outdated, actually. As of 4E, abilities such as Vision Magnification, low-light, and thermographic vision all function identically to the versions granted by cyberware or similar tech. Echolocation also isn't an ability they can possess. They don't make bad snipers, certainly, but they aren't intrinsically better than someone using tech.
Doomkitten, I might suggest you read through some of the splatbooks on magic, especially The Way of the Adept. You can take a positive Adept quality that lowers the cost of specific adept powers relating to your Way that you choose. If you don't have the book, I'd be happy to send it to you, as it's very useful when it comes to buying powers, and it lets you discount things to get some more utility powers. Street Magic and Street Grimoire also both have some neat adept powers, if you'd like to take a look through them. Shoot me a PM with your email and I can get you those books if you don't have them.

The Doomkitten |

Metatype: Troll (40 BP) 360 BP left
Magic: 6 (55 BP) 305 BP left
Edge: 3 (20 BP) 285 BP left
Adept (5 BP) 280 BP left
Mentor Spirit: Bear (5) 275
Guts (5) 270
Toughness (10) 260
Way of the Warrior (10) 250
Spirit Bane - Bugs (+10) 260
Sinner: UCAS (+5) 265
Astral Beacon (+5) 270
Agility: 3 (20) 250
Body: 8 (30) 220
Reaction: 4 + 3 (30) 190
Strength: 8 (30) 160
Charisma: 2 (10) 150
Logic: 3 (20) 130
Intuition: 4 (30) 100
Willpower: 3 (20) 80
Initiative: 11
Pistols 3 (12) 68
Automatics 3: Assault Rifles (14) 54
Unarmed Combat: Martial Arts 6 + 3 (24) 32
Dodging 4 (16) 12
Perception 2 (8) 4
Safe Sprawl Nightclubs 4
Dangerous Sprawl Gangs 4
Urban Brawl Teams 5
Street Shamans 4
Urban Brawl Rules 4
English N
20,000 nuyen (4 BP) 0 BP left
Ruger Super Warhawk (250 nuyen) 19750 nuyen left
AK-97 (500 nuyen) 19250 nuyen left
Spare Clips: AK-97 7 (28) 19222
Regular Ammo: Warhawk 12 (240) 18982
Regular Ammo: Ak-97 24 (480) 18502
EX-Explosive: AK-97 8 (800) 17702
EX-Explosive: Warhawk 1.2 (120) 17582
High Explosive Grenades: 4 (150) 17382
Armor Jacket (900) 16482
Actioneer Business Clothes (1500) 14982
Helmet (1000) 13982
CMT Clip (300) 13682
Renraku Ichi (600) 13082
Fake SIN 4 (4000) 9082
Fake SIN 4 (4000) 5082
Firearms License 4 (400) 4682
Concealed Carry License 4 (400) 4282
Gyro Stabilization (3000) 1282
Speed Loader (25) 1257
2 External Smartgun Systems (800) 457
Smartgun System License 4 (400) 57
57 nuyen
Low Lifestyle
Improved Reflexes 3 (2 PP) 4 PP left
Killing Hands (.25 PP) 3.75 PP left
Critical Strike 6 (0.75 PP) 3 PP left
Improved Ability 3: Unarmed Strike (0.75 PP) 2.25 PP left
Improved Physical Attribute 2: Body (0.75) 1.5 PP left
Improved Physical Attribute 2: Strength (0.75) 0.75 PP left
Mystic Armor 3 (0.75 PP) 0 PP left

Sylvie "Gauntlet" Staite |

Alright, here's Gauntlet!
I updated some of her stats, added a Negative Quality (Dependent 2), and switched a few other things around. All that I need to do at this point is to add in her background. I'm thinking a former Urban Brawl player who got kicked out of the league for refusing to take bribes and falls, and who has taken to the shadows since, trying to keep her and her girlfriend afloat, economically, while being somewhat conflicted about what she does.
A question for the esteemed GM: How heavy are the cosmic horror elements going to be in this game? Like, are we expected to succeed, fail, or even chances?