Combatters
These guys aren't violent for the sake of violence - they just like to kick ass, preferably against willing
opponents, though this isn't always the case. Most often, they restrict weapons to "honorable" ones
(e.g., knives, etc.) and are as likely to go toe-to-toe with boosters as another combat gang. Many street
solos find their beginnings in combat gangs. Combatters have developed the hard earned and dangerous skill
Combat Sense, enabling them to run the edge during a fight and see danger coming from a distance.
Skills |
Combat Sense * |
Handgun |
Endurance |
Athletics |
Martial Art |
Mechanics |
Combat Sense works the regular way (½ to initiative, ½ to Awareness in combat situations).
The Martial Art is an easy, and commonly found martial art. This means the martial art's skill modifier may
be maximum x2. Choose one from following list or explain to the GM why you should have another one.
- Boxing: (x1), Punch & Block +3, Dodge +1
- Commando: (x2), Punch & Block +3, Strike & Grapple +2, Sweep & Throw +1
- Judo: (x1), Throw +3, Sweep/ Grapple/ Hold & Escape +2, Dodge & Choke +1
- Jui Jitsu: (x2), Block +3, Punch/ Kick/ Disarm/ Sweep/ Dodge/ Grapple/ Throw/ Hold/ Choke & Escape +1
- Karate: (x2), Punch/ Kick & Block +2, Disarm +1
- Tae Kwon Do: (x2), Punch & Kick +3, Sweep & Block +2, Dodge +1
- Tai Chi Chuan: (x2), Strike/ Punch & Sweep +2, Kick/ Block & Dodge +1
|
Equipment |
Neural processor and interface plugs, plus four different things from the list below:
- Light Armor Jacket 14SP with your gang colors
- One handgun costing less than 150Eb with E or C availability and two regular clips
- 4 Shuriken
- One Martial Art weapon costing less than 350Eb
- 2 combat knives
- One non-lethal weapon
- A gun-cleaning toolkit
- A first aid kit
- Switchblade, butterfly knife or brass knuckles
- A copy of Tao Te Chin or other Eastern philosophy book
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Pickup Skills |
Stealth, WeaponTek, Dodge/ Escape, First Aid, SMG, ... |
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