ABOUT THE ABOVE POST
I Think that the races should be more balanced (as far as ability mods) And all characters should start with an Essence of 6.0 or something similar.
Classes
I know the opinions of everyone who has posted here, so with that in mind the Classes should be as followed (this is a short hand class work up)(IF indeed HD is used as the Damage system)
Decker-
HD d6
BAB as Cleric
Good Saves Fort, and Will Poor Saves Ref
Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6
Class Skills: (Like the Rogues, but for the SR world)
Skill Points for 1st Level (8+Int Modifier) x 4
Skill Points for each level after first 8+ Int Modifer
Starts with Deck (still to be rules designed) The deck type depends on his Lifestyle choice, and his starting tech.
Abilities should have things to do with Running in the matrix, and Decking in General.
Rigger-
HD d4
BAB, as Wizard
Good Saves Ref, and Will Poor Saves Fort
Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6
Class Skills ( Bard Like Skill List)
Skill Points for 1st Level (4 + Int Modifier) x 4
Skill Points for each level after first 4 + Int Modifer
Class Abilities:
Abilities that will help to operate ROV's, whether they are Drones, or Robots, or Rigged Vehicles.
Mercenary-
HD d10
BAB, as Fighter
Good Saves Fort Bad Saves Ref and Will
Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10
Class Skills (As fighter list)
Skill Points for 1st Level (2 + Int Modifier) x 4
Skill Points for each level after first 2 + Int Modifer
Class Abilities: Mostly the same as a Fighter from the PHB
Perhaps at 1st level the Merc gets 1 more contact than normal
or his abilities go like so.
1. Contact, 2. Bonus Feat 3.----4. Contact, 5. Bonus Feat ...
Street Samurai
HD d10
BAB as Monk
Good Saves: Fort, Ref Bad Will
Rep [1] +1 [2] +1 [3] +2 [4] +2 [5] +3 [6] +3 [7] +4 [8] +4 [9] +5 [10] +5 [11] +6 [12]+6 [13]+7 [14]+7 [15] +8 [16] +8 [17] +9 [18] +9 [19] +10 [20]+10
Class Skills (As fighter list with a few extra's)
Skill Points for 1st Level (4 + Int Modifier) x 4
Skill Points for each level after first 4 + Int Modifer
Abilities
Starts with +2 Cybernetic Implants (From the Starting Cyberware SS List) The Contact progression of the Merc, and a few enhancement abilities ( Like Enhance Scent, or Enhance Vision) or what have you.
Full Mage (Wizard Style)
HD d4
BAB: As Cleric
Good Saves Fort, & Will Poor Saves Ref
Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10
Class Skills (As a Wizard)
Skill Points for 1st Level (6 + Int Modifier) x 4
Skill Points for each level after first 6 + Int Modifer
Street Mage (Sorcerer Style)
HD d6
BAB: As Rogue
Good Saves Ref, & Will Poor Saves Fort
Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6
Class Skills (As a Wizard)
Skill Points for 1st Level (4 + Int Modifier) x 4
Skill Points for each level after first 4 + Int Modifer
Burned Out Mage (Adept Style)
HD d8
BAB as Fighter
Good Saves Will Poor Saves Fort, & Ref
Rep [1] +0 [2] +0 [3] +0 [4] +1 [5] +1 [6] +1 [7] +2 [8] +2 [9] +2 [10] +3 [11] +3 [12]+3 [13]+4 [14]+4 [15] +4 [16] +5 [17] +5 [18] +5 [19] +6 [20]+6
Class Skills (As a Fighter with a few extra's)
Skill Points for 1st Level (2 + Int Modifier) x 4
Skill Points for each level after first 2 + Int Modifer
Limited Spells: Has a limited selection of Arcane Spells
Starts with Cyberware (as Street Sam)
Any I Miss? Let me know.