Anybody interested in playing Shadowrun?

Stephen Streep aka Swart

B 6
Q 6
S 4
C 4
I 6
W 2
E 0.509
M -
R 6 (10)

INIT: 6 (10) + 1D6 (3D6)

Dice Pools:
Karma 1
Combat 7
Task 2

Race: Ork
Height: 179 cm
Weight: 109 kg
Eyes: Grey
Hair: None

Money: 5905
Lifestyle:
- Middle 2 months
- Low 2 months

Contacts:
Ghillie Fixer/Ex-Navy SEAL
Amytal Street Decker/Shadowrunner

Edges & Flaws:
Bonus Attribute Points 2
Exceptional Attribute (INT) 2
Resistance to Toxins 1
Water Sprite (Distance Increase, Fatigue) 2
College Education 1
Human-Looking 1
Essence Reduction 2
Moderate Uncommon Allergy (Dry Air) –3
Flashbacks (Night of Rage) –4
Moderate Uncommon Phobia (Large Fires) –3
Day Job (Street Doc Assistant) -1

Active Skills:
Rifles 5
Submachine Guns 6
Unarmed Combat/Jujitsu 3/5
Athletics/Swimming 5/7
Diving 4
Stealth 6
Etiquette/Scientific 2/4
Biotech 6

Knowledge Skills:
Arms Dealers 2
Biology 6
Chemistry 6
Demolitions 2
English/Scientific 4/6
Forensics/Pathology 4/6
German 4
Medicine 6
ParaZoology 1
Scientific Gear 2

Cyberware (All alphaware and registered):
Encephalon 2
Math SPU 1
Cyberears
- Dampener
- Hearing Amplification
- High Frequency
- Low Frequency
- Select Sound Filter 5
Ultrasound Vision
Cyberfins
Air Filter 2
Blood Filter 1
OXSYS Cybergill
Wired Reflexes 2
- Reflex Trigger

Bioware
Nictitating Membranes

Weapons:
Unarmed 4M Stun or 3L
Colt Water Carbine [SMG, SA/BF, 6M, 30c]
Range: 0-10 (4), 11-40 (5), 41-80 (6), 81-150 (9)
- Gas Vent II
- 100 Ammo
- 2 Spare Clips
HK227 [SMG, SA/BF/FA, 7M, 28c]
Range: 0-10 (4), 11-40 (5), 41-80 (6), 81-150 (9)
- Stock
- Laser Sight
- Gas Vent II
- 100 Ammo
- 2 Spare Clips
Remington 950 [SR, SA, 10S, 5m]
Range: 0-100 (4), 101-250 (4), 251-500 (5), 501-750 (6)
- Permit
- Magnification 1
- Silencer
- 40 Explosive Ammo
Dart Pistol [LP, SA, 6D Stun, 5c]
Range: 0-5 (4), 6-15 (5), 16-30 (6), 31-50 (9)
- 10 Narcojet Darts
- 2 Spare Clips

Armor (5/3 or 6/4):
Secure Vest 2/1
Form-Fitting Half-Body Suit 3/1
- Fire Resistance 3
- Insulation 1
Diving Armor 4/2
- Chemical Seal 4
- Insulation 2
- Nonconductive 4

Gear:
2 Flash-Pak
Nav-Dat GPS
Respirator
Survival Kit
Wrist Phone w/ Flip-Up Screen
Micro-Tranceiver 6
Subvocal Mic
Scanner 6
Maglock Passkey 4
Sequencer 4
General Toolkit
Chemistry Kit
Medkit
Load-Bearing Harness
- 3 Pistol Ammo Pouches
- Rifle Ammo Pouch
- 2 Large Equipment Pouches

Sources used: Man and Machine, Shadowrun Companion, Cannon Companion, State of the Art
 
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Xael said:



I can almost imagine our first shadowrun: Flying, Improved Invisible, Armored, Stealthy mages. ...with granade launchers. :D


Well, I do remember a tale best forgotten. When a new player handed me his character sheet, he did so with the backside first and I got to read his carried equipment: Rocket Launcher with ammo, Sniper rifle and full security armor + minor things. I thought "Even for a street samurai that's a "just a little bit" too much.", then I turned the sheet.

Surprise, I was wrong, it was no samurai, it was a hermetic mage.:eek:


Folkert
 

Xael Casting spells isn't quite so dangerous as you make it seem, though there are a few things you should do to make it a tad safer.

1)You don't need to have any force 6 spells, bad idea, very bad idea drain wise, especially with only having a magic rating of 5. That said, you can always cast them at a lower force. Personally if I was always going to be casting them at force 5 to avoid phsical drain damage, I would just take them at 5 to save the spell points.

2)With the three spell points you would save you could buy an exclusive limited Stunbolt spell at force 5. Non-fatal can be good in a lot of situations.

3)If your interested, I can give you some of my starting spell lists that I have found very useful

Here's an example of casting Ball Lightning:

Jonny the mage decides to throw a ball lightening at a bunch of street gangers. Not wanting to take physical drain he decides to cast it at force 5 and moderate damage level. He has a sorcery skill of 6 and a spell pool of 5, he decides to roll all of his sorcery dice, and half of his spell pool dice, saving the other half for drain.

He rolls 9 dice against TN 4: 6,6,5,4,4,3,3,2,2 he gets 6 success, staging the damage up from moderate to deadly damage, and because it goes 2 success over deadly, he raises the difficulty to resist the damage by 1. The spell goes off dealing deadly damage to each and every thug in its radius.

He now has to pay for his fun, he has to resist 3(Deadly) stun damage. He has 8(6 willpower + 2 spell pool) dice for his drain test. He rolls 6,6,5,4,3,3,3, and 2 staging the drain down from deadly to light. He turns his back on the still twitching gangers and walks away whistleing.
 
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I do have a question. I thought we were confined to SR3 with the exception of a few MINOR things, like smartlink 2 and merits and flaws.

Bioware is a big deal, and If I had known we could use it, Kate would have gone for Bio over cyber out of not wanting unliving things in her body. And not just bio, there are few other toys I would have liked as well like form fitting balistic armor, etc. Its a little late to change now, so whats the deal? Sr3 or all the books?
 
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Shalimar said:
I do have a question. I thought we were confined to SR3 with the exception of a few MINOR things, like smartlink 2 and merits and flaws.


That was my impression as well; in fact, that was why I posted "If you really need it, tell about it and also tell what it does."

So you raise a very valid point: bioware for one = bioware for all (I'm somewhat disinclined to allow bioware, since there some items that are mightily overpowered, ie. enhanced articulation [40,000 for +1 on all physical skills? Every self-respecting Samurai should have one.]) So is bioware really needed?

BTW, Shalimar, what is FFBA?


Folkert
 
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Xael, here is a spell list that I have used in the past, it includes all the spells you had, but many more as well:

StunBall (Exclusive) : Force 5
StunBolt (Fetish) : Force 5
Heal (Exclusive) : Force 5
Detox (Exclusive) : Force 2
Physical Mask (Fetish) : Force 3
Improved Invis (Fetish) : Force 3
Levitate (Fetish) : Force 1
Ball Lightening (Exclusive) : Force 5 (Fetish for drain)
Detect enemies (Exclusive) : Force 2
Armor : Force 5
Resist Pain (fetish): Force 3
Nutrition (fetish): Force 1
Wind: Force 1

Edit: Depending on Folkert, you might want to take a Geasa on that Cyberware. A gaesa is either a thing you must do, or must not do. If you took one, it would ofset the lost point of magic, and allow you to keep your 6. And if for some reason you broke the geasa your magic would go back down to 5 for 24 hours
 
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Actually, I think we should keep to as few rules as possible. I think that SR3 with merits and flaws is fine. No need to really make it more complicated
 
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My god - this campaign got off to a quick start! (I hadn't checked back to the thread since page 2)
But that's great, to see so many experienced SR players.

I'm afraid I don't know enough about SR to play with you guys.
My wife (Vychtorya on the boards - the Vampire game) and I played in ONE.. count in one game, played for 3 sessions before it ended.

I had a physical adept character, and she a street samurai.
But we know nothing about canon, or any history of the world, and limited rules knowledge... :(
 

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