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<blockquote data-quote="DandD" data-source="post: 4605147" data-attributes="member: 55168"><p>Magic will be the most versatile, strongest, and if you really go out for it, bestest character choice in the long run (meaning, if you've earned 25 karma+ total). So watch out not to sour the gameplay of the non-awakened (awakened is a SR-term for those with magical abilities, be they full magicians or adepts), when you levitate your gang, heal your wounded, manabolt any opponent, go invisible, summon fire spirits to kill entire groups, read emotions as at-will action, and mind control your way up, while the cyber-sammie can only kill people with his smart-linked gun, and do nothing else that is terribly interesting. </p><p></p><p>Hacking can be substituted by an NPC contact who does if for you, or the getaway-portion with a rigger-controlled car. </p><p></p><p>One message board where you can specific help about Shadowrun is the dumpshock forum, where the game designers of 4th edition SR hang out too, as a quasi-official SR message board. </p><p></p><p>Technomancy isn't that much more complicated than playing a magician, they're just limited with only the core rulebook. </p><p></p><p>What a group must have (can be filled by an NPC) is a hacker. </p><p>Having a face for negotiation and infiltration is a very good idea. A muscle like a street sam or a physical adept is also quite necessary. A rigger (hacker specialised on running cars and drones) is a good help, but tell the game master upfront not to destroy too many getaway cars or drones, because they do get expensive, and it sucks for the player with that role to lag behind the other players because he hasn't any money left. A full mage is going to be invaluable, what with his million abilities that no one can reproduce, and him being the only effective counter-measure against enemy mages and spirit. </p><p></p><p>As for character creation, let everyone at least have some points in stealth and one or two fire weapon, because in the end, every one has to sneak around together, or all land in jail (if you've got lucky, that is). And never ever let the fight escalate. </p><p>A shadowrunner team doesn't have a chance if a swat team with massive drone and spirit support simply hold you down. </p><p></p><p>Here are some good links for you:</p><p></p><p><a href="http://www.shadowrun4.com/products/intro_products.shtml" target="_blank">Shadowrun RPG - Catalyst Game Labs - Shadowrun Introductory Products</a></p><p><a href="http://www.shadowrun4.com/quickstart/" target="_blank">Free Shadowrun Quick-Start Rules</a></p><p><a href="http://forums.dumpshock.com/index.php?act=idx" target="_blank">Dumpshock Forums (Powered by Invision Power Board)</a></p></blockquote><p></p>
[QUOTE="DandD, post: 4605147, member: 55168"] Magic will be the most versatile, strongest, and if you really go out for it, bestest character choice in the long run (meaning, if you've earned 25 karma+ total). So watch out not to sour the gameplay of the non-awakened (awakened is a SR-term for those with magical abilities, be they full magicians or adepts), when you levitate your gang, heal your wounded, manabolt any opponent, go invisible, summon fire spirits to kill entire groups, read emotions as at-will action, and mind control your way up, while the cyber-sammie can only kill people with his smart-linked gun, and do nothing else that is terribly interesting. Hacking can be substituted by an NPC contact who does if for you, or the getaway-portion with a rigger-controlled car. One message board where you can specific help about Shadowrun is the dumpshock forum, where the game designers of 4th edition SR hang out too, as a quasi-official SR message board. Technomancy isn't that much more complicated than playing a magician, they're just limited with only the core rulebook. What a group must have (can be filled by an NPC) is a hacker. Having a face for negotiation and infiltration is a very good idea. A muscle like a street sam or a physical adept is also quite necessary. A rigger (hacker specialised on running cars and drones) is a good help, but tell the game master upfront not to destroy too many getaway cars or drones, because they do get expensive, and it sucks for the player with that role to lag behind the other players because he hasn't any money left. A full mage is going to be invaluable, what with his million abilities that no one can reproduce, and him being the only effective counter-measure against enemy mages and spirit. As for character creation, let everyone at least have some points in stealth and one or two fire weapon, because in the end, every one has to sneak around together, or all land in jail (if you've got lucky, that is). And never ever let the fight escalate. A shadowrunner team doesn't have a chance if a swat team with massive drone and spirit support simply hold you down. Here are some good links for you: [url=http://www.shadowrun4.com/products/intro_products.shtml]Shadowrun RPG - Catalyst Game Labs - Shadowrun Introductory Products[/url] [url=http://www.shadowrun4.com/quickstart/]Free Shadowrun Quick-Start Rules[/url] [url=http://forums.dumpshock.com/index.php?act=idx]Dumpshock Forums (Powered by Invision Power Board)[/url] [/QUOTE]
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