Shadowrun is fairly unique amongst my group's typical games.
D&D, D20 modern- these have level systems. The character is assumed at least minimal growth in certain areas (saves, BAB, HP).
Mutants & Masterminds- many powers can MORE than make up for a lack of attack bonus (perception powers) or saves (incoporeality). Besides, a power level limit ensures not too many points spent in one place.
In shadowrun, you have a point system, and you are only limited by your expendatures. This, and the exponential cost increase of skill points, almost ensures that you will play a specalized character. Why have 3 ranks in stealth when you can have F3 invisibility (oops! spirits!).
It's much more difficult to have a character who is workable in a variety of missions (especially since less dice = more chance for an oops!).
The following skills are a must-have for almost all shadowrunners.
Combat: Be it a combat spell, a gun skill, a melee skill, or whatever- you will probably need to fight. Combat includes body (to resist bullets) as well.
Stealth: Sneaking into places is a big part of many missions. This can be supplimented with ruthineum or spells, but nothing beats plain old fashioned stealth dice.
Computers/Electronics: Sometimes you can rely on having one guy handle this stuff, but many times you might be stuck by a maglock and need to take it apart, or work the computer to find things out. Everyone should have at least a few ranks in these skills.
Knowledge: Perhaps cheapened by the low cost and free knowledge skills up front- everyone should have a bunch of knowledge skills- you never know when it will come up. Likewise, have ways of gaining knowledge- gather information, computer skills, investigative skills, these can all be VERY important. Everyone should have several knowledge skills and at least 2 ways of gaining new information.
Movement: How many times do you need to get away? Driving skills, piloting skills, athletic skills, make sure you have the ability to move around so you aren't left behind when shit hits the fan! You can't always rely on a cab or bus to take you away from a crime scene!
Speaking: Oh how easy it is to take MASSIVE social penalties to offset such great physical bonuses. Don't be tempted! Being a big ugly monster makes you a target for bullets, police, easy to trace, hard to get invited to missions and parties, and likely to get stuck being the patsy at the end of the day. (You did get spotted after all!). Make sure you have SOME ability to talk your way out of situations. If you must take massive penalties, take some ranks of negotiation or ettiquete anyway- defaulting to your insanely low charisma only exaserbates the problem. Better to flub 2 dice of ettique than 2 dice of charisma- at least the TN is much lower.
Contacts: Being hung out to dry doesn't pay nearly enough build points to compensate for it's penalty! No contacts means never finding a doctor, getting a johnson, getting a (competant) lawyer, finding a hideout, and so many other things!
While min-maxing is fine- just make sure you cover the essentials or you're going to have a difficult time. GMs should feel fine denying a character if he's too bad for your campaign, not just if he's too good for your campaign! Know your team, too. Having an underwater champion will do little good if the rest of the team is water-phobic.
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