[M&M] Shadowrun [Recruiting]


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There's a Gunslinger Adept? Hmmm... that sounds like something I might be interested in trying. Physical Adepts uses self-buffs to improve their abilities (I think), so it'd be more of the same?
Yes it is. I made one a few months ago for the SR game that folded on me.

Dang...this looks pretty cool. Room for more?
Sure, but we are really just working on the rules for character generation. In my free tie I am converting the Shadowrun Archetypes into M&M format. So far it looks to be working. Once we figure most of it out, we would then start customizing for actual characters and trying an scenario. Just be warned that some of us (meaning me) barely know what we are doing.

I have added some Drawbacks to the Street Samurai and Troll Enforcer. I will edit back those changes shortly. Still flushing out the Elf Smuggler.
 

Updated Archetypes:

[sblock=Street Samurai Ver 3]Abilities (26PP)
Str 18, Dex 18, Con 16, Int 12, Wis 12, Cha 10

Saves (4PP)
Tough +4, Fort +4, Ref +6, Will +4

Combat (16PP)
Initiative +11 (+8 from Feats)
Defense +6/2FF (8PP +2 Dodge from Feats)
Attack +4 (8PP)

Skills (14PP)
Knowledge (Safe Houses) 3 ranks
Knowledge (Firearms) 6 ranks
Knowledge (Zen Meditation) 3 ranks
Acrobatics 6 ranks
Climb 6 ranks
Gather Info 4 ranks
Diplomacy 4 ranks
Drive 4 ranks
Notice 8 ranks
Stealth 4 ranks
Swim 6 ranks
Language (English) 1 rank
Language (Japanese) 1 rank

Feats/Powers (30PP)
Cyber Eyes: Low-light/Darkvision/Flash Supression (3PP)
Wired Reflexes 2: (8PP)
- Improved Initiative 2 (2pp)
- Reflex Saves +2 (2pp)
- Dodge +2 (2pp)
- Quick Draw 2 (2pp)
Cyberware smartlink (3PP)
- Drawback (only works with Smartlinked gear) (-1pp)
- Improved Aim (Smartlink) (1pp)
- Precise Shot 1 (Smartlink) (1pp)
- Accuracy 1 (+2 Attack) (1pp)
- AR assisted Driving 1 (+2 Drive Skill) (1pp)
High Pain Threshold 1 (+1 Tough & Fort) (spent above)
Guts 2 (+2 Will) (Spent Above)
Drawback: Incompetent Computers (Skill -2) (-1PP)
Drawback: Addition (Mild, Stimulants -2 Will Resist) (-1PP)
Muscle Replacement (+4 Str) (spent above)
Dermal Plating (+2 Def) (spent above)
Contacts (1PP)
Archaic Weapon Proficiency (1PP)
Personal Firearms Proficiency (1PP)
Martial Artist (1PP)
Modern Armor Proficiency (1PP)
Attack Specialization 1 (SMGs +2) (1PP)
Attack Specialization 1 (Pistols +2) (1PP)
Attack Specialization 1 (Swords +2) (1PP)
Attack Specialization 1 (Unarmed +2) (1PP)
Equipment +9 (9PP) (=45EP)
- Smartlinked SMG (+4 Ballistic) (13EP)
- Smartlinked Heavy Pistol (+4 Ballistic) (9EP)
- Katana Mighty (+4 Slashing) (6EP)
- Motorcycle With Smartlink connection(10EP)
- Armored Vest (+4 Toughness) (4EP)
- Comlink (1EP)[/sblock]
[sblock=Troll Enforcer ver 2]Troll Meta-Human (13PP)
- Growth 4 (Str +8*, Con +4, +1 Reach, +5ft move, Large Size)
- * Strength bonus doesn't apply to Climb & Swim checks
- Int -2, Cha -2, Dex -2
- Darkvision

Abilities (30PP)
Str 28, Dex 12, Con 24, Int 10, Wis 12, Cha 10

Saves (0PP)
Tough +8, Fort +7, Ref +5, Will +1

Combat (8PP)
Initiative +9 (+8 from Feats)
Defense +4/2FF (0PP +2 Dodge Feat)
Attack +4 (8PP)

Skills (18PP)
Knowledge (Safe Houses) 2 ranks
Knowledge (Mafia Politics) 2 ranks
Knowledge (Gang Turf) 4 ranks
Knowledge (Gambling places) 6 ranks
Bluff 4 ranks (costs 8)
Diplomacy 2 ranks (costs 4)
Craft (Forgery) 6 ranks
Gamble 8 ranks
Intimidation 6 ranks (costs 12)
Drive 4 ranks
Notice 5 ranks
Sleight of Hand 6 ranks
Stealth 5 ranks

Feats/Powers (24PP)
Wired Reflexes 2: (8PP Total)
- Improved Initiative 2 (2pp)
- Reflex Saves +4 (2pp)
- Dodge +2 (2pp)
- Quick Draw 2 (2pp)
Cyberware smartlink (3PP)
- Drawback (only works with Smartlinked gear) (-1pp)
- Improved Aim (Smartlink) (1pp)
- Precise Shot (Smartlink) (1pp)
- Accuracy 1 (+2 Attack) (1pp)
- AR assisted Driving 1 (+2 Drive Skill) (1pp)
Home Ground (+2 Skills related to home turf) (1PP)
Toughness (+2 Tough & Defense) (Spent Above)
Drawback: Addicition (Mild, BLT -2 Will resist) (-1PP)
Drawback: Scorched (-2 Will resist BLT) (-1PP)
Drawback: Uncouth (Social skills with no ranks are untrained. Cost for ranks is double.) (-3PP)
Contacts (1PP)
Mafia Ettiquette (+2 Social Skills with Mafia) (1PP)
Archaic Weapon Proficiency (1PP)
Personal Firearms Proficiency (1PP)
Modern Armor Proficiency (1PP)
Attack Focus 1 (Ranged) (1PP)
Martial Artist (1PP)
Equipment +7 (7PP) (=35EP)
- Smartlinked Heavy Pistol (+4 Ballistic) (9EP)
- Smartlinked Semiauto Shotgun (+5 slashing/+6 Ballistic) (12EP)
- Monofilament Sword Mighty (+4 Slashing) (6EP)
- Lined Coat (+2 Toughness) (4EP)
- Comlink (1EP)[/sblock]
[sblock=Elven Smuggler]Elf Meta-Human (7PP)
- Dex +2; Cha +2
- Racial Bonus: Notive +2; Search +2
- Feature 1: Longevity
- Low-light vision

Abilities (22PP)
Str 12, Dex 18, Con 14, Int 16, Wis 14, Cha 12

Saves (0PP)
Tough +3, Fort +1, Ref +4, Will +2

Combat (6PP)
Initiative +12 (+8 from Feats)
Defense +4/2FF (0PP +2 Dodge Feat)
Attack +3 (6PP)

Skills (15PP)
Knowledge (Safe Houses) 3 ranks
Knowledge (Smuggling Routes) 5 ranks
Knowledge (Border Patrol Tactics) 4 ranks
Knowledge (Engineering) 3 ranks
Craft (Mechanical/repair) 8 ranks
Diplomacy 2 ranks
Computers 6 ranks
Disable Device 6 ranks
Drive 6 ranks
Pilot 4 ranks
Notice 4 ranks
Navigation 4 ranks
Sleight of Hand 3 ranks
Language Spanish 1 rank
Language Sperethiel 1 rank

Feats/Powers (40PP)
Cyber Eyes: Low-light/Darkvision/Flash Supression (3PP)
Reaction Enhancers 2: (6PP Total)
- Improved Initiative 2 (2pp)
- Reflex Saves +2 (2pp)
- Dodge +2 (2pp)
Cyberware Control Rig (6PP)
- Drawback (only works with AR linked Vehicles) (-1pp)
- Vehicular Move-by-Action (1pp)
- AR assisted Driving 2 (+4 Drive Skill) (2pp)
- Improved Aim (Vehicular Weapons) (1pp)
- Precise Shot 1 (Vehicular Weapons) (1pp)
- Datalink 2 (2pp)
Drawback: Incompentent 1 (unarmed -2 Attack) (-1PP)
Drawback: Moderate Allergy to Sunlight (-4 Fort save) (-2PP)
Drawback: Low Tolerance for Pain (-1 Tough & Fort) (-2PP)
Smuggling Compartments (-4 Opponent Notice Skill) (2PP)
Aluminum Bone Lacing (+2 Tough & Defense) (6PP)
Contacts (1PP)
Smuggler's Ettiquette (+2 Social Skills with Smugglers) (1PP)
Heavy Weapon Weapon Proficiency (1PP)
Personal Firearms Proficiency (1PP)
Aircraft Operation Proficiency: Helicopter (1PP)
Vehicle Operation Proficiency: Drones (1PP)
Modern Armor Proficiency (1PP)
Attack Focus 1 (Ranged +1) (1PP)
Attack Specialization (Machinegun +2) (1PP)
Equipment +12 (12PP) (=60EP)
- Heavy Pistol (+4 Ballistic) (8EP)
- Repair Toolkit (Craft Mechanics +2) (1EP)
- Automotive Shop (9EP)
- Lined Coat (+2 Toughness) (4EP)
- Comlink (1EP)
- Full-size Car with AR PAckage (9EP)
- Step-Van with AR PAckage (28EP)
with Machingun Mounted (+6 Ballistic)[/sblock]
 
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What kind of character are there to begin with anyways? I'm completly clueless. I can make a standard hero but I'll like to know limitations and feel of characters in the setting...
 

Okay here's the stab at the Gunslinger Adept.

Had Adept cost 1PP per rank. Then allows 2PP for Adept Powers per rank.
[sblock=Ork Gunslinger Adept]Ork Meta-Human (4PP)
- Str +2, Con +3, Int -1, Cha -1
- Low-light Vision

Abilities (25PP)
Str 16, Dex 18, Con 18, Int 12, Wis 14, Cha 10

Saves (0PP)
Tough +4, Fort +4, Ref +6, Will +2

Combat (14PP)
Initiative +12 (+8 from Feats)
Defense +6/2FF (8PP +2 Dodge Feat)
Attack +3 (6PP)

Skills (12PP)
Knowledge (Firearms) 5 ranks
Knowledge (Hong Kong Action Movies) 2 ranks
Knowledge (Hong Kong Triads) 4 ranks
Knowledge (Lone Star Procedures) 4 ranks
Acrobatics 5 ranks
Climb 5 ranks
Craft (Firearms) 5 ranks
Swim 5 ranks
Diplomacy 2 ranks
Drive 4 ranks
Notice 6 ranks
Language English 1 rank

Feats/Powers (30PP)
Ambidextrous (1PP)
Drawback: Mild Allergy Pollutants (-2 Fort) (-1PP)
Drawback: SINner (-1PP)
Adept 6 (Allow 12PP in Physical Magic) (6PP)
Attack Specialization 2 (Pistols +4) (2PP)(M)
Improved Reflexes 2: (8PP)(M)
- Improved Initiative 2 (2pp)
- Reflex Saves +2 (2pp)
- Dodge +2 (2pp)
- Quick Draw 2 (2pp)
Combat Senses 2 (+8 Notice Checks vs. Surprise) (2PP)(M)
Contacts (1PP)
Street Etiquette (+2 Social Skills on the Street) (1PP)
Personal Firearms Proficiency (1PP)
Modern Armor Proficiency (1PP)
Attack Focus 1 (Ranged) (1PP)
Contact Lens w/Smartlink (3PP)
- Drawback (only works with Smartlinked gear) (-1pp)
- Improved Aim (Smartlink) (1pp)
- Precise Shot 1 (Smartlink) (1pp)
- Accuracy 1 (+2 Attack) (1pp)
- AR assisted Driving 1 (+2 Drive Skill) (1pp)
Equipment +10 (10PP) (=50EP)
- 2 Smartlinked Heavy Pistol (+4 Ballistic) (18EP)
- Smartlinked Light Pistol (+3 Slashing) (7EP)
- Mid-size Car with AR PAckage (9EP)
- Fake SIN (Forgery 6) (3EP)
- Fake Detective License (Forgery 8) (4EP)
- Medkit (+2 Medicine) (1EP)
- Lock Release gun (1EP)
- Lined Coat (+2 Toughness) (4EP)
- Comlink (1EP)[/sblock]

By sticking to the SR Archetypes, all of them have plenty of knowledge skills. I actually have been trimming them back. This is typical of the Shadowrun setting, but those skills are also free based on Intellect. Not sure they should count for PP calculations or not. If I was building from scratch I wouldn't spend so much, that's for sure. But that's just me.
 


After working the Gunslinger Adept I did some thinking. The way I did the 1st Archetypes is not so balanced. Adept's have to pay for their Magic score and then abilities for free. I need to rework the PP cost for that one.

The for the Cyberware, it is a cost issue in SR. I will need to re-examine that from that point of of view to make sure it balances in comparison to the Adept. Equipment costs seem unbalanced as well. A smartlinked gun costs as much as a vehicle. But add an LMG to that vehicle and more than doubles the cost. Doesn't seem right. When I work the Rigger with I hope to have it nailed down.

But slowly and surely, I am getting there I think. If anyone has found anything on the Archetypes, let me know. I still am not sure about some of the things.
 

Alright gents. I have come to some conclusions.

First: I think the Knowledge and Language Skills should not count against the PP total. In that way we will copy Shadowrun and base it on Intelligence. For every point spent on Intelligence, you can spend 4 ranks in Knowledge Skills, including spending a rank to gain additional languages. You can always spend more ranks at PP cost, which will help those characters with low Intelligence.

Second: Then to balance Cyberware and Magic. I think it should be a function of PL. So the Adept can take Adept 6 (Max for PL) and it costs 12 PP (2PP/Rank). Those 12PP can be used on the Adept Powers/Feats. I think Magician can work the same way. With the sorcery power having the Flaw: Side Effect (Fatigue, Always Occurs) –2PP, they could effective spend 24PP for Magician 6 at PL6. What do you think WD?

For the Cyberware side, instead of Essence to limit it (what Shadowrun uses), we just only allow 2PP/PL (so 12PP for PL6) on Cybeware Feats/Powers. It would keep it on par with Magicians and Adepts.

I don't think I need to update the Archetypes I have already done, to match these adjustments unless someone needs it to build a character. I think what I need to do next is do an Archetype that someone specifically wants as to help them get started with their own character.

Any requests? Voda Vosa, I should make an Archetype you are interested in since you are not as familiar with Shadowrun.
 

...

Second: Then to balance Cyberware and Magic. I think it should be a function of PL. So the Adept can take Adept 6 (Max for PL) and it costs 12 PP (2PP/Rank). Those 12PP can be used on the Adept Powers/Feats. I think Magician can work the same way. With the sorcery power having the Flaw: Side Effect (Fatigue, Always Occurs) –2PP, they could effective spend 24PP for Magician 6 at PL6. What do you think WD?

For the Cyberware side, instead of Essence to limit it (what Shadowrun uses), we just only allow 2PP/PL (so 12PP for PL6) on Cybeware Feats/Powers. It would keep it on par with Magicians and Adepts.

...

What about allowing 2PP/PL max for both magic and cyberware? As they draw fron the same source: Essence. So any PP spend on cyberware would reduce your max possibility PP for magic.
 
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