[M&M] Shadowrun [Recruiting]


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What archetypes are available?
From what is in the Shadowrun Core book:
Troll Street Shaman
Human Covert OPs Specialist
Ork Sprawl Ganger
Troll Enforcer *
Ork Hacker
Human Occult Investigator
Elf Combat Mage
Human Technomancer
Elf Weapons Specialist
Troll Bounty Hunter
Dwarf Radical Eco-Shaman
Ork Gunslinger Adept *
Dwarf Face
Elf Smuggler *
Dwarf Drone Rigger
Human Street Samurai *

But those are really just an example list. I might have more from another sourcebook at home. I figure you might prefer a Melee Adept, a magically enhanced sword carrier.

Edit: * for the one's already made in M&M
 
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Sure thing, WD. I am wondering if it is time to start a RG thread. I am pretty much ready to start building the NPCs for the scenario, if I am not making more Archetypes.

I guess we really need a head count of who is really serious.

A few more people chimed in once or twice so we might have plenty. Food fight in a Stuffer Shack really needs about 5-6 PCs.
 

I'm in.

About magic: As you can only use spells you know in shadowrun, I would just use the sorcery mechanic from W&W and no variable power, like I did for the Warrens in the Malazan game.

(Sorcery = Magic with Side Effect (Fatigue, Always Occurs) –2PP), so one PP gives you one level sorcery. Each level of Sorcery gives you 2 PP to build your spells. First is free, others are bought as alternate powers.
Problem: You can only use 1 spell at ones without the independent extra.
 



Human Occult Investigator, eh? If he can do magic, I'm all about it.
Hero; Here's my Archetype conversion. But I am not sure how the Sorcery works for picking the spells and calculating the costs. I am struggling to understand it in the M&M rule set.

[sblock=Occult Investigator]Occult Investigator
Human (0PP)

Abilities (28PP)

Str 12, Dex 14, Con 14, Int 16, Wis 16, Cha 16

Saves (7PP)

Tough +3 (+5 Lined Coat), Fort +4, Ref +4, Will +5

Combat (14PP)

Initiative +2
Defense +4/2FF (8PP)
Attack +3 (6PP)
(+4 Ranged)
(+5 Spells)

Skills (13PP+3PP Free Knowledge)
Knowledge (Arcane Lore) 6 ranks
Knowledge (Chemistry) 4 ranks
Knowledge (Underworld Politcs) 4 ranks
Knowledge (Local Area) 4 ranks
Computer 4 ranks
Gather Information 6 ranks
Diplomacy 3 ranks
Bluff 3 ranks
Intimidate 3 ranks
Investigate 4 ranks
Disable Device 4 ranks
Notice 6 ranks
Sleight of Hand 3 ranks
Sense Motive 3 ranks
Stealth 4 ranks
Language Arabic 1 rank
Language Japanese 1 rank
Language Spanish 1 rank

Feats/Powers (28PP)
Drawback: Power Loss (Sorcery, Fatigue, Always occures) (-2PP)
Drawback: Mild Addiction, Alcohol (-1 Will save resist) (-1PP)
Drawback: Bad Luck (Hero Point 15% chance backfires) (-3PP)
Contacts (1PP)
Ritualist (1PP)
Sorcery 6 (12PP)
- Ignite = Blast?
- Improved Invisbility = Invisibility?
- Influence = Mind Control?
- Mind Probe = Mind Reading
- Stun Bolt = Ranged Stun
Personal Firearms Proficiency (1PP)
Modern Armor Proficiency (1PP)
Attack Focus 1 (Ranged +1) (1PP)
Attack Specialization 1 (Spells +2) (1PP)
Equipment +16 (16PP) (=80EP)
- Heavy Pistol (+4 Ballistic) (8EP)
- Goggles (Low-light/Darkvision/Flare Supp) (15EP)
- Earbuds (Sound filtering/Audio Enhancement/Spacial Recognizer) (15EP)
- Mage Sight Goggles & 30m Myomeric Rope (10EP)
- Lined Coat (+2 Toughness) (4EP)
- Comlink (1EP)
- Fake SIN (4EP)
- Fake Press License (4EP)
- Maglock Passkey (5EP)
- Lickpick Set (1EP)
- Auto-picker (1EP)
- 3 Micro Cameras (3EP)
- 3 Micro Microphones (3EP)
- 20 Security Tags (1EP)
- Radio Signal Scanner (2EP)
- Micro Directional Microphone (2EP)[/sblock]
I have the NPCs finished except for the Shaman. I have the same issue with him as I have for the Occult Investigator. Hopefully with WD's Combat Mage I will gain the critical understanding.
 


I'm interested in the Dwarf Drone Rigger. Is my guess correct when I think it's a dwarf that makes robots?

In the original setting, a rigger is more buying and upgrading drones / robots. His true schtick is to meld his mind to a machine or security system.


...

Feats/Powers (28PP)
Drawback: Power Loss (Sorcery, Fatigue, Always occures) (-2PP)
Drawback: Mild Addiction, Alcohol (-1 Will save resist) (-1PP)
Drawback: Bad Luck (Hero Point 15% chance backfires) (-3PP)
Contacts (1PP)
Ritualist (1PP)
Sorcery 6 (12PP)
- Ignite = Blast?
- Improved Invisbility = Invisibility?
- Influence = Mind Control?
- Mind Probe = Mind Reading
- Stun Bolt = Ranged Stun

...

The Fatigue is no drawback, but a power limit. so you loose the two drawback points. On the bright sight, sorcery 6 costs only 3 PP :)

That nets 10PP

Is ritual caster for summonings? I just realized we need astral forms for the full casters. Building them as spell or from the ground up (expensive)?

I will post a slight modified occult investigator from Book of Magic for comprehension, tomorrow.
 

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