I'm playing a smallfolk, so I have a pretty high natural bonus, which I combine with a energy shield and a unique quality synthetic weave bringing me to an amazing 30/34 defense (depending on whether or not the shield is active), and a SOAK of 12. I have 19 HP, but only due to a really lucky health roll (4 END, 3 WIL), and my mental defense is at the sad state of 16.
Overview:
[sblock]
Defense: 30/34
AGI: 7 (3d6)
Acrobatics: 3 (2d6)
Unique Armor: 5d6
Energy Shield: Flat 4
Smallfolk: Flat 5
Total Dicepool: 10d6
Total Flat Bonus: 9
Dicepool Limit: 7d6
Total Defense: 30 - 34 w/ shield (Ranged and melee defense is the same, with the use of AGI)
Mental Defense: 16
INT: 9 (3d6)
Smallfolk: Flat 5
Total Mental Defense: 16
SOAK: 12
Unique Quality Synthetic Weave: 12 - Vulnerable vs Impact
UQSW Upgrades:
Silent: +5 SOAK vs Sonic, +1d6 AGI to stealth
Thermal: +5 SOAK vs Cold
Heat Resistant: +5 SOAK vs Heat
Kinetic: No fall dmg
Total Value (Just for fun
): 36050 CR
[/sblock]
I made that giant number crunch to show why my character is currently among the "crazy defense/soak" category, and to be able to talk about his strengths and weaknesses.
As you can see, our current dicepool limit is at 7d6, as all of our party has reached the 2nd added career grade, so the potential threats are also way up there, though it's difficult to say weather we're facing strong enemies because of the raised stakes, or because it's necessary to challenge some members of our group.
I think that Wilfred and Mozart are the most crazy on the defense/soak
During our timeskip I was allowed to use my Con Artist ability to earn CHA check x 10 once per day, but instead of doing the 8 years x 365 days, we took 6 x 365, to adjust for days where I wouldn't be able to spend the time, or be in a place it was possible. As for the check itself we used 3 as an average instead of rolling a few thousand times. The result was ofcourse a giant sum of money. We took that and halved it on account of living costs, maintenance of the ship and my character being a spendthrift. The rest was divided out into the party as a kind of payment for "their help in minor sidejobs", but still keeping a larger part of it himself. I think the group got about 20k each leaving Wilfred with about 50k or so. Then there also was some leftovers from previous jobs. This accounts for our crazy gear.
As for the defense/soak balance I have a few points to make.
First of: I've focused heavily on giving him a high high defense to make up for his otherwise social heavy abilities.
Second: My mental defense is only 16 (and with a lot of enemies having atk dicepools of 5-7d6 that's quite low).
Third: 12 SOAK is a lot, but far from untouchable.
And fourth: Impact/blunt is a pretty common damage type, so it's a huge vulnerability.
That said I think that the smallfolk +5 bonus to both mental defense and defense is a little much, and a little boring. I'd rather see them being able to do something fun with either CHA or LUC. Like if they instead of having one use of luck per day, had one combat and non-combat use per day due to their lucky nature.
I hope this wasn't too much rambling, and that it made sense
I have a hard time telling weather or not my character is OP, but it seems to have some pretty significant weaknesses to account for some of it's strength.
Overview:
[sblock]
Defense: 30/34
AGI: 7 (3d6)
Acrobatics: 3 (2d6)
Unique Armor: 5d6
Energy Shield: Flat 4
Smallfolk: Flat 5
Total Dicepool: 10d6
Total Flat Bonus: 9
Dicepool Limit: 7d6
Total Defense: 30 - 34 w/ shield (Ranged and melee defense is the same, with the use of AGI)
Mental Defense: 16
INT: 9 (3d6)
Smallfolk: Flat 5
Total Mental Defense: 16
SOAK: 12
Unique Quality Synthetic Weave: 12 - Vulnerable vs Impact
UQSW Upgrades:
Silent: +5 SOAK vs Sonic, +1d6 AGI to stealth
Thermal: +5 SOAK vs Cold
Heat Resistant: +5 SOAK vs Heat
Kinetic: No fall dmg
Total Value (Just for fun

[/sblock]
I made that giant number crunch to show why my character is currently among the "crazy defense/soak" category, and to be able to talk about his strengths and weaknesses.
As you can see, our current dicepool limit is at 7d6, as all of our party has reached the 2nd added career grade, so the potential threats are also way up there, though it's difficult to say weather we're facing strong enemies because of the raised stakes, or because it's necessary to challenge some members of our group.
I think that Wilfred and Mozart are the most crazy on the defense/soak
During our timeskip I was allowed to use my Con Artist ability to earn CHA check x 10 once per day, but instead of doing the 8 years x 365 days, we took 6 x 365, to adjust for days where I wouldn't be able to spend the time, or be in a place it was possible. As for the check itself we used 3 as an average instead of rolling a few thousand times. The result was ofcourse a giant sum of money. We took that and halved it on account of living costs, maintenance of the ship and my character being a spendthrift. The rest was divided out into the party as a kind of payment for "their help in minor sidejobs", but still keeping a larger part of it himself. I think the group got about 20k each leaving Wilfred with about 50k or so. Then there also was some leftovers from previous jobs. This accounts for our crazy gear.
As for the defense/soak balance I have a few points to make.
First of: I've focused heavily on giving him a high high defense to make up for his otherwise social heavy abilities.
Second: My mental defense is only 16 (and with a lot of enemies having atk dicepools of 5-7d6 that's quite low).
Third: 12 SOAK is a lot, but far from untouchable.
And fourth: Impact/blunt is a pretty common damage type, so it's a huge vulnerability.
That said I think that the smallfolk +5 bonus to both mental defense and defense is a little much, and a little boring. I'd rather see them being able to do something fun with either CHA or LUC. Like if they instead of having one use of luck per day, had one combat and non-combat use per day due to their lucky nature.
I hope this wasn't too much rambling, and that it made sense
