How to Build a Combat Viable Cyberpunk 2020 Character that DOES NOT Use Guns

I am a first time player of Cyberpunk 2020 and I am eight sessions into a campaign with a party of four. We have a Rockerboy, a Solo, a Nomad, and a Fixer (me). When I started making the character I did not really want to focus on using exclusively guns nor did I want to get so cybered up that I would be in danger of cyberpsychosis. With that in mind, I put a few points into hand guns (I’m at a skill level of 3) and then quite a few more points into basic melee skills. Dodge & Escape (3), Melee (3), Brawling (3), and very recently Wrestling (4). I have realized that the most beneficial skills to learn will be some martial arts and I already had a tendency to do a Topple, Grapple, Hold, and Choke series of attacks so Wrestling will make that much more viable.

Combat ends up showing how I made a mistake in the path I’ve gone down, the Solo and Nomad are both using decent guns that deal 5, 6, or 7D6 that I did not put skill points into and would rather not spend all my future General IP to learn. I use a Heavy Handgun that deals 3D6 when it hits and when I am in close range I either wield a chainsaw for 4D6 but with a heavy loss in accuracy or I resort to chip damage with punches, kicks, etc. (The Rockerboy is in a similar boat to me, but has decided that he will be spending most of his money on grenades.)

The party is also very short on money right now as we were recently kicked out of the gang we were with and the local corporate power has a bounty on our heads, so I only have about 1500 to spend on gear or cybernetics. In the future, I believe we will have more to spend than right now, but I would like some advice on a build that I can start now. I am looking for a solution more permanent than buying a bunch of explosives to augment my damage for a few sessions.

We are only using items, abilities, gear, etc. from the core rulebook.

I have a body type of 8 to give a small bonus to melee attacks and I have max reflexes to make sure any attack has a better chance to hit.

I am comfortable with getting cybernetics, even if they end up taking away 15-20 humanity, as I am currently at 93.5. (I have a cybernetic eye with some augmentations to see in the dark and see more details.)

With this information, what would be some valid ways forward to deal more damage without straying too far from my original idea for the character?

Is there a “help mechanic” in Macho Women With Guns?

Macho Women With Guns 2e uses a GURPS-like 3d6 roll-under resolution mechanic. We were playing it today and we happened into a scene where all the characters needed to cooperate on a group effort (the PCs were the Spice Girls and they were trying to do a karaoke performance to defeat an opponent).

I looked around and couldn’t find any sort of aid/group/help/collaborate/whatever mechanic to reflect when multiple Macho Women are attempting to cooperate on the same task. I ended up making everyone roll and just added up the points by which they made/didn’t make the roll but that had its problems – whenever the roll was hard or easy the sums “ran away” quickly in that direction over a lesser number of opponents.

An answer from a similar game like MWwG 1e would be fine; obviously the d20 Modern-based Mongoose edition has one but it’s not relevant or compatible. We couldn’t think of a mechanic for it in GURPS either or I would have just cribbed that.

How loud are guns in Pathfinder, really?

Related question here, similar question about casting volume here.

I’m playing in a game with a gunslinger ally, and while this hasn’t come up just yet, I’m sure it will eventually. Are there any hard and fast rules for the actual DC value to hear a gunshot in Pathfinder 1e? I don’t have access to the books right now, but the SRD table for Perception lists “Sound of battle” as -10 to the DC as the closest thing, and I couldn’t find anything on the firearms page specifically.

Is there any ruling more concrete than this for the sound of gunfire, or are we in GM fiat territory?

In a more advanced society that experiences incursions by monsters, do you think weapons such as guns would cost more or less the same as our society? [on hold]

I’m in the middle of creating my own role-play game set in a fantasy/sci-fi setting where the society is attacked fairly regular by monsters and the like; Due to this I’m having trouble with the pricing of weapons etcetera while keeping it balanced and affordable for players so they have a good variety of weapons to try out and buy.

Best way for a one armed character to wield guns? [on hold]

My homebrew gunslinger7/sorcerer7 just got his arm cut off during some shenanigans last session. It was awesome. But he almost exclusively uses a revolver, which doesn’t say it requires two hands to load but its seems like only having one hand would make it a bit harder. My question is how I can use spells and/or abilities to help him operate firearms? I.e. animate object, mage hand, telekinesis, etc.