Hey gents & ladies,
Our GM has just discovered Spycraft 2.0 and is going to be running a Cyberpunk game using it. I'm planning on building a Soldier 5/Counter-Terrorist 1 for it, but I've got a few questions:
In terms of builds, how necessary is specialization? I'm basically picturing the character being a CQB guy, and as a result I'm thinking of taking CQB Basics, Knife Basics, and one of the unarmed basics, just to make sure I've covered all my bases. How badly would I be gimping myself if I did that, as opposed to just loading up on CQB Basics/CQB Mastery and some complementary ranged feats? Are there any feats for such a build that are absolutely necessary?
How about stat allocation? Based on my reading of the combat system, it really seems like I pretty much need everything except for Charisma and maybe
Intelligence. Beyond that, though, how should my stat allocation fall? I'm favoring Dex as my highest stat, but I'm not really sure where things should go after that.
Do any books besides the core have talents/specialties besides the core? Based on his background, my character would probably have the Rowdy talent, but I'm not liking the +2 Con/-2 Wis that talent grants.
Finally, and completely unrelated, as it's a Cyberpunk game, does anyone have any recommendations on good cyberware rules? My GM is planning on using these rules,
but I was wondering if anyone had maybe pre-built cyberware using the gadget rules from Spycraft.