Bananabread says:
... No doubt I'm doing something wrong ...
You, sir, are a punk and a criminal! So you are definitely did something wrong!...
Oh, wait, that is the
character, not the player (so far as I know:).
Bananabread says:
... Ranged Combat (expertise) - 3d6 ...
The wording is confusing --talking about a third die-- but 'Expertise' is actually a separate thing (on its own line). From the sound of it --with the 'specialising in long-range, overwatch'-- your Expertise may be 'Sniper'? Maybe go with the general term of 'Sniper' instead of 'Sniper Rifle' so it can apply to anything related to sniping (a Skill like 'Ranged Combat' is not all about guns, it is also about the combat and ranges).
If you like 'Sniper', the table would look like:
...
|
Piloting | 0d6
|
Ranged Combat | 2d6
|
^Sniper | 1d6
|
Rigging | 0d6
|
... |
You have the choice --each time you use Ranged Combat-- whether you want to treat it like a 3 dice Skill, or a 2 dice Skill and an Edge. So Expertise adds flexibility to your actions.
We can go into hypothetical examples of how this would work, and can discuss which is best during play, as it comes up.
(Also: Remove the example ^Knives and ^Choppers)
Bananabread says:
... marks me as Hunted ...
Do you have ideas about who you screwed over to get the arms (or was it the eyes?), and under what circumstances?
Any ideas are welcome, and we don't need to nail them down now. We can wait and see if others are Hunted and think about common connections, but the GM can connect stuff behind the scenes as well, as we like.
Bananabread says:
... Empathy (Glitched) ...
Remove the (Glitched) from your list, that was just an example of how we could represent it.
I thought about a checkbox, but it is a long-term thing and not something we check and uncheck regularly, and adding it to the text makes it appear in the dice roller, so we know to treat one of its dice as a Glitch die.
It is really interesting that your long range gunner has Empathy and Influence. That adds so much flavor to the character.
Bananabread says:
... Cybereyes/Cyberarm ... ultra-capitalist vibe around the Corps and Cybernetics ...
Do you want to tell us about your Cyberware?
I have never been good at the whole corporatization part of Cyberpunk, or specifically the 'name all items' part, so if the players want Disney™ branded firearms (or cyberarms) they will have to add them themselves. :)
We can build a lexicon of major corporations to draw from. We can do that as we build characters and brand Gear, or start a new thread to hold all of that.
Bananabread says:
... list I should be consulting for Cyberware ...
No list, make up whatever you want. We can chat and brainstorm ideas, and this sort of thing is also an important part of the setting, so any cyberware we have tells us about the world... any Cyberware we
don't have tells us stuff too, like 'why not?'
Bananabread says:
... Cybereyes ... helps with perception - like Thermal ... Cyberarm ... helps with Strength ...
It is good to know what sorts of things we are expecting from Cyberware --arms could be meant for strength or for dexterity, or fine motor control, or something completely else-- and we will assume someone with Cybereyes, for instance, can see better in most situations just as part of the fiction.
But there is also the Push mechanic where you can use it --spur of the moment, during an Action-- to do something exceptional and gain an extra dice or Resist a consequence. We don't want to define all its functions, that way we leave ourselves open to improvising based on the situation.
Bananabread says:
... ✅Armor ...
It is fine to use the checkboxes during character creation to test how much Gear we plan to use, but, when the /run starts, remember to clear them.
You
don't check the items till you need them on a job. That way you don't carry armor into a job where it is never needed (unless you do, which changes the fiction in interesting ways). We can assume the characters are professionals who know what they are doing, and have access to in-world information the players don't have, so they might know to not take armor that would not be needed.
There is some subtle decision making with "saving 1 Load in case we need Armor" and such, but, by the time that sort of decision is being made, we should know more about the type of job.