Difference between revisions of "Shadowrun Street Game"
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==Step Three: Metatype== | ==Step Three: Metatype== | ||
Each metatype has its own built in basic abilities, and Attribute maximums. | Each metatype has its own built in basic abilities, and Attribute maximums. | ||
− | + | * '''Humans:''' ''Attributes'' start at 1, with a maximum of 6, except for Edge (2/7). They have no other abilities. | |
− | * '''Humans:''' ''Attributes'' start at 1, with a maximum of 6 | ||
* '''Elves:''' ''Attributes'' start at 1 (max 6), except for Agility (2/7) and Charisma (3/8). They have ''Low-Light Vision''. | * '''Elves:''' ''Attributes'' start at 1 (max 6), except for Agility (2/7) and Charisma (3/8). They have ''Low-Light Vision''. | ||
* '''Dwarves:''' ''Attributes'' start at 1 (max 6), except for Body (3/8), Reaction (1/5), Strength (3/8), and Will (2/7). They have ''Thermographic Vision, +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost'' | * '''Dwarves:''' ''Attributes'' start at 1 (max 6), except for Body (3/8), Reaction (1/5), Strength (3/8), and Will (2/7). They have ''Thermographic Vision, +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost'' | ||
* '''Orks:''' ''Attributes'' start at 1 (max 6), except for Body (4/9), Strength (3/8), Logic (1/5), Charisma (1/5). They have ''Low-Light Vision''. | * '''Orks:''' ''Attributes'' start at 1 (max 6), except for Body (4/9), Strength (3/8), Logic (1/5), Charisma (1/5). They have ''Low-Light Vision''. | ||
* '''Trolls:''' ''Attributes'' start at 1 (max 6), except for Body (5/10), Agility (1/5), Strength (5/10), Logic (1/5), Intuition (1/5), Charisma (1/4). They have ''Thermographic Vision, +1 Reach, +1 dermal armor, +100% increased LIfestyle cost'' | * '''Trolls:''' ''Attributes'' start at 1 (max 6), except for Body (5/10), Agility (1/5), Strength (5/10), Logic (1/5), Intuition (1/5), Charisma (1/4). They have ''Thermographic Vision, +1 Reach, +1 dermal armor, +100% increased LIfestyle cost'' | ||
− | + | ==Step Four: Attributes== | |
− | + | * Divide the number of points gained for Attributes from the priority table among the character's Attributes. May not go above the listed maximum for that metatype. | |
+ | * '''Attribute Points:''' Divide the attribute points gained from the Attribute column of the priorities table among the eight standard Attributes (Body, Agility, Reaction, Strength, Charisma, Intuition, Logic, Willpower). Attributes start at their minimum rating for metatype, and can only be raised to their listed maximums. | ||
+ | ==Step Five: Special Attributes== | ||
+ | * If a character has Magic, they are a magician; if they have Resonance, they are a technomancer. | ||
+ | * Characters gain a number of Special Attribute Points, as listed after their metatype, in parentheses on the priorities table. This amount is divided among the character's Special Attributes (Edge, Magic, Resonance). | ||
Revision as of 02:17, 31 August 2016
Contents
Step One: Concept
Choose a character concept. This often consists of a role and an origin.
- Role: Shadowrun doesn't have specific classes. You can build characters of just about any allotment of abilities, with a few limitation. By and large, though, most runners fall into one of several types of characters.
- Faces are social characters, focused on cons, negotiations, contact networks, and often leadership.
- Spellcasters are magic-users, with the ability to cast spells and summon spirits. There are several "traditions" of spellcasters, drawn from a variety of cultural, religious, and esoteric practices.
- Deckers are computer whizes, skilled at hacking networks and hunting up information and paydata to make a shadowrun succeed.
- Technomancers are like deckers, except that they have a strange power to mentally merge with the Matrix, doing with their raw nervous systems what deckers do with expensive equipment.
- Riggers are wheelmen, incredible drivers and masters of drones used for the benefit of their team. They usually use cyberware that lets them merge mentally with their vehicles.
- Street Samurai are gun-havers and violence specialists. Though they deliver it in a hundred different ways, street samurai all specialize in delivering lots and lots of injury and death when the time comes for it.
- Origin: You should also at least have a vague idea of where you come from. In this kind of game, most characters probably come from the streets proper, although having a different answer to that - and the story about how they ended up on the streets - can make for an interesting character.
- Street characters grew up poor and probably even SINless. Their educations come from rough lives, not schools, and whatever they've got, they fought for or stole, by and large. Characters who come from gangs, who survived as urchins, or as barrens-dwellers all come from this origin.
- Underworld characters are closely tied to the streets, but they may have grown up in tremendous wealth. Violence and the potential for violence is endemic to the lives of such characters, and many street characters may have started off life as minor cogs in an underworld's machine, or as the family members of underworld figures that were killed.
- Corp characters also usually have interesting stories about how they end up on the streets and SINless. Someone who saw too much, someone who was mercilessly cut out of corporate employment and association due to cutbacks, a child born outside of corporate sponsorship, or any number of other factors.
- Tribal characters usually come from one of the Native American Nations around Seattle, or even from the elven lands of Tir Tairngire south of Seattle where Oregon used to be. Exactly why they've come to Seattle should be considered: the small town kid that wasn't ready to deal with life in the hard city, the man on the lam from tribal authorities, the spiritualist drawn by visions and omens to the horrors of the city for some higher purpose.
- Karma: Each character has 13 points of Karma.
- You can only have a maximum of 26 points of Karma (extra is gained by taking Flaws).
Step Two: Priority Table
The next step is determining just what is most important to the design of your character, using the Priority Table.
- Categories: You have five categories of traits for this process: your Metatype, your Attribute points, whether you have Magic or Resonance or not, your Skill points, and your financial Resources.
- Priorities: You have five "grades" of priority: A, B, C, D, and E. You must assign one of these letter codes to each of the five categories.
Priority | Attributes | Metatype | Magic or Resonance | Skills | Resources |
---|---|---|---|---|---|
A | 20 | Human (7) • Elf (6) • Dwarf (4) • Ork (4) • Troll (0) | Magician or Mystic Adept: Magic 4, two Rating 4 Magical skills, 7 spells Technomancer: Resonance 4, two Rating 4 Resonance skills, 2 complex forms |
36/5 | 75,000¥ |
B | 16 | Human (5) • Elf (3) • Dwarf (1) • Ork (0) | Magician or Mystic Adept: Magic 3, 5 spells Technomancer: Resonance 3, 1 complex form Adept: Magic 4, one Rating 2 Active skill Aspected Magician: Magic 3, one Rating 2 Magical skill group |
28/2 | 50,000¥ |
C | 14 | Human (3) • Elf (0) | Adept: Magic 2 Aspected Magician: Magic 2 |
22/0 | 25,000¥ |
D | 12 | Human (1) | - | 18/0 | 15,000¥ |
E | 10 | Human (0) | - | 15/0 | 6000¥ |
Step Three: Metatype
Each metatype has its own built in basic abilities, and Attribute maximums.
- Humans: Attributes start at 1, with a maximum of 6, except for Edge (2/7). They have no other abilities.
- Elves: Attributes start at 1 (max 6), except for Agility (2/7) and Charisma (3/8). They have Low-Light Vision.
- Dwarves: Attributes start at 1 (max 6), except for Body (3/8), Reaction (1/5), Strength (3/8), and Will (2/7). They have Thermographic Vision, +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost
- Orks: Attributes start at 1 (max 6), except for Body (4/9), Strength (3/8), Logic (1/5), Charisma (1/5). They have Low-Light Vision.
- Trolls: Attributes start at 1 (max 6), except for Body (5/10), Agility (1/5), Strength (5/10), Logic (1/5), Intuition (1/5), Charisma (1/4). They have Thermographic Vision, +1 Reach, +1 dermal armor, +100% increased LIfestyle cost
Step Four: Attributes
- Divide the number of points gained for Attributes from the priority table among the character's Attributes. May not go above the listed maximum for that metatype.
- Attribute Points: Divide the attribute points gained from the Attribute column of the priorities table among the eight standard Attributes (Body, Agility, Reaction, Strength, Charisma, Intuition, Logic, Willpower). Attributes start at their minimum rating for metatype, and can only be raised to their listed maximums.
Step Five: Special Attributes
- If a character has Magic, they are a magician; if they have Resonance, they are a technomancer.
- Characters gain a number of Special Attribute Points, as listed after their metatype, in parentheses on the priorities table. This amount is divided among the character's Special Attributes (Edge, Magic, Resonance).
• GearRestrictions:DeviceRatingsmustberatedat4orless. Maximum Availability is limited to 10 or less. • Nuyen Restrictions: Characters may only convert up to 5 Karma into nuyen (10,000 nuyen). • Follow all other rules for Character Creation/Advancement as laid out in this chapter.