Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: DrCoras on <03-21-17/0150:18>

Title: Starting out in Shadowrun 5e and needing guidance
Post by: DrCoras on <03-21-17/0150:18>
Hey everyone,

I'm a bit of a newbie here, having mainly played DD3.5 and Pathfinder for the last who knows how many years. I am playing with the group I usually play with, so we are all learning as we go except the GM, who is experienced. We were told we all know each other, no getting to know you period, but we didn't have to grow up together.

Right now we have a Troll bruiser, a technomancer(can't recall race), an Elf Face, an Elf Stealth Street Samurai and me!

Now, the GM did ask that one of us have some type of astral affinity even if not a magician, and since I tend to be the type to write a story for a character and then create them, it was handed to me.

I have decided I want to make a Sasquatch Adept. The basic story is that I was training under the Shaman of my clan to take over when he died since I was the son of the eldest(kinda like chief) even though I showed minimal aptitude toward spirit summoning. It seemed the only thing I was good at was the most basic of astral abilities, punching and defending. The shaman just pushed me too far too fast and wildly overestimated my abilities, until one day I summoned a spirit I couldn't control. Not only that, it was a malevolent spirit, and it ended up killing several of my clan members before the Shaman was able to banish it. Since it killed my father, I didn't have the protection of a leader on my side and I was cast out.

Since we all live in Denver, I just treated it like we lived in the forests at the base of the mountains through the Rockies and I went to Denver when I was exiled, a broken and dejected 'Quatch. I ended up seeing the face getting attacked by some humanists and stepped in to help and since she knew sign language, we've been buds ever since.

I was thinking about Meta(A) Attributes(B) Magic(C) Skills(D) and Resources(E) since I will have limited skills and resources having been living on the streets and coming out of the forest. Our face(the one I helped) is Resources(A) and has vowed to take care of me(she's a den mother character).

Does this seem like a good start? I know it will be difficult to play with uneducated, but it just makes sense for the character and I would rather have a tough time and play my char, than to have it easy and be playing a stat sheet.

Any suggestions are welcome and appreciated and as I have Hero Lab already, I will be picking up the Shadowrun stuff in there as well. I already have the Core and Run Faster and we were told the rest of the 5e books are fair game too as long as we choose things that match our background.

Thanks in advance everyone!

Sean
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Vassago on <03-21-17/1108:38>
Hi Sean! Welcome to the game, and the forum! I'm pretty new here too, but it's an awesome resource.

I love the character idea! Seems like it'll be a ton of fun to roleplay.  I like that you minimized conjuring, having low magic can be tricky with spirits. As a shaman, you'll have astral sight and travel inherent, and maybe focus your spell selections around personal and party buffs to maximize your sasquatch attributes.

One suggestion you may want to look at: consider being an Adept instead. You can use a power point for astral sight (or do sasquatches already have it? Dunno). Astral sight and Killing Hands is all you need for spirit combat, or you could weapon specialize and get a weapon-focus to make it magical. You might overlap in combat with the Troll, but there's some fun synergy in melee with a team-mate, and back-fisting spirits into the aether will be your department.

Flavor wise, adepts still can take mentor spirits, and get unique bonuses. You might have fun with either a savvy mentor spirit that's helping you adjust to civilization- or, a mentor that's equally fish-out-of-water in the environment, and lean into the connection between the two of you for both feeling like outsiders.

Sounds like you guys are gonna have a great game! Let us know how the character comes along
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Kuirem on <03-21-17/1209:56>
I don't recommend a Sasquatch to start Shadowrun. Even as a human there are so many things to handle if you are more familiar with fantastic settings : The Matrix, the Corporations, the Astral… NPC and PC have completely different reactions that they do in D&D and players aren't some murderhobos on a quest but rather professional that has a to maintain a reputation and a living.

Sasquatch are a special case in a special universe. They will be hunted for their fur, their abilities or for whatever nasty reason, yes Run Faster mention that they integrate into society fairly well but here you aren't exactly in society, you are in the Shadows where dignity is measured in Nuyen (some might argue that it is in corporations too, they are right). On top of that you will have a hard time to communicate with others, you can't be sure you won't be separated from your Face or she will be disabled. It's not impossible to play but you add layers of difficulty on an already tricky setup. Is it not enough? Dual Natured is added to all that, Dual Natured means that you are a permanent target for any Astral Threat and you are much easier to spot if there are magicians, adepts or spirits around. Of course it depends on your GM but realisticly if a security company realize that there is a Sasquatch around they will send their best Mages and Spirits and with only Adept Powers you will have a hard time to defend yourself if at all.

All in all I strongly recommend to go for a Troll instead, they are extremely close mechanically and still suffer from a fair share of racism but they aren't the oddity Sasquatch are and you won't have to deal with the annoying Dual Natured. You can even keep your story with a tribe of outcast trolls or even move them as a close-to-nature troll gang somewhere in the city (which is a good way to justify some contacts).

That's all for the metatype now let's talk about the role. With D Skills I suppose you are going for a Physical Adept. As far as I know Physical Adept can not summon spirits so your backstory is a bit off the mark (though Sasquatch might be able to do that, I don't know them well enough), at "best" you might have draw attention from some bad spirits in the area (Insect, Blood…).

If you are willing to sacrifice some of your Edge you can swap Skills and Magic priority to be more versatile. With D you will be limited to three skills at 6 and one at 4, that's not much since you generally want at least: Ranged Option, Perception, Sneaking, Etiquette. As a physical Adept I assume you will add a Melee option on top and with 20 Karma already spend in Sasquatch (if you keep it) you will run very thin for your skills.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Thanael on <03-21-17/1226:53>
Read the SR5 math you need to know thread  (http://forums.shadowruntabletop.com/index.php?topic=25864.0). I also like this reddit about primary and secondary roles (https://www.google.de/amp/s/amp.reddit.com/r/Shadowrun/comments/58u6g4/essential_roles_for_a_party_to_be_effective/)

Agree with not using Sasquatch for a first char. Maybe look into shifter for same outsider role, but a bit more communication and blending in abilities. Or look Into some method to mitigate communication and integration  problems. (Masking spell?)
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: DrCoras on <03-21-17/1241:01>
I'm fine with not using a sasquatch as long as I can still take dual natured as a quality. That is an integral part of the backstory. And uneducated is also semi important.

The character will be a physical adept and I know they can't summon, but that is part of the fluff. He basically skewed slightly more magical than the rest of the clan so the shaman assumed he was going to develop into a mystic adept but he fouled up many of the things he should have been able to do, until his huge Supreme foul up.

He will absolutely have no bioware or cyberware.

And for the mentor spirit I was thinking mountain. It makes sense considering he grew up in the forests in the Rocky mountains.

Thanks a bunch for the suggestions so far!
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Thanael on <03-21-17/1243:33>
Quote
..the most basic of astral abilities, punching and defending. The shaman just pushed me too far too fast and wildly overestimated my abilities, until one day I summoned a spirit I couldn't control

Physical adepts cannot summon spirits..
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Vassago on <03-21-17/1346:29>
Physical adepts cannot summon spirits..

Totally true, but I don't mind it for fluff. Mystic-adepts use sorcery, and especially playing as a wacky meta-sapient, I could see some tradition of Conjure-adept. You could go with the story of the trauma of the event burning out that aspect permanently, and mechanically just use Phys. Adept rules.

Plus it's your first character in a friendly game. Play the way you like, get a feel for the numbers and how the system goes. Then, if you need to optimize, or abandon ship and go with something different altogether, you'll have some experience. Depends on the focus and temperment of the other players too.  Be nice, have fun

And at least put some thought into the Negative Quality Addiction-Mild (DeepWeed). You're playing in Denver afterall, and a Sasquatch-sized joint gets me right in the feels.

(https://beerbecue.files.wordpress.com/2012/11/harry2.jpeg)

"And here we have trid footage of the suspected shadowrunners.., more on this developing story tonight at 6."
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Kuirem on <03-21-17/1528:34>
Note that Uneducated can be taken by anyone. For Dual Natured you are left with 4 solutions :


Also special mention to Changeling, although they do not have Dual Natured they can take the Astral Hazing quality which have a thing in common, it makes you easier to spot in the Astral.

Of course nothing stops you from discussing with your GM to get access to Dual Natured as a Quality so you aren't restricted to a particular metatype. It could be part of a Changeling or just linked to your backstory (an accident with a possession spirit?).
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: DrCoras on <03-22-17/0246:48>
Awesome information!

I will definitely NOT be summoning during our gameplay and was not looking to go full on magic user, so I was definitely looking at a physical adept. I am still having a tough time grasping the idea of a magician here, so I am trying to ease my way into magic.

Vassago, I LOVE the picture, that's exactly the look I was going for, but I definitely want to blend more in the background, silent giant and if people are hunting me for my fur, that's not going to be possible.

Kuirem, your suggestions are great! I decided to go with a shapeshifter, since infected and drakes don't really fit my backstory. I am going to be a bovine (mountain bison) with a similar story, just tweaked a little.

Only problem I am having is that Hero Lab seems to have trouble with them. It lists a maximum magic of 5 and also does not show dual nature as a quality and won't let me take Assensing due to that. With the Sasquatch I wasn't having all these problems with my character creation!

I only purchased Core and Run Faster so those are the only Hero Lab modules I purchased as well, but before now I found it made the figuring a lot easier. Is the dual natured for shapeshifters official or is it just something they are supposed to eventually announce?

Thanks so much for all the help, it has been very valuable!
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Kiirnodel on <03-22-17/0658:53>
Hero Lab is functioning without much of the clarifications for Shapeshifters yet.

The inclusion of Dual Natured, Regeneration, Allergy, and Vulnerability are still considered Provisional at the moment, so Hero Lab won't include them.

The max Magic of 5 issue is that the chart is formatted oddly, making it seem like the Magic Rating has a maximum based on the type of Shifter that you are. Comparing that chart to the others shows that the column currently marked with the "MAG" at the top is probably supposed to be for Edge, and that MAG is referring to the column where all the shifters have just a "1" which indicates that they have an innate magic score.

A solution if you want to make corrections is to use the Editor and copy/edit the shifter you want to have.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: DrCoras on <03-22-17/1232:58>
Hero Lab is functioning without much of the clarifications for Shapeshifters yet.

The inclusion of Dual Natured, Regeneration, Allergy, and Vulnerability are still considered Provisional at the moment, so Hero Lab won't include them.

The max Magic of 5 issue is that the chart is formatted oddly, making it seem like the Magic Rating has a maximum based on the type of Shifter that you are. Comparing that chart to the others shows that the column currently marked with the "MAG" at the top is probably supposed to be for Edge, and that MAG is referring to the column where all the shifters have just a "1" which indicates that they have an innate magic score.

A solution if you want to make corrections is to use the Editor and copy/edit the shifter you want to have.

That's exactly what I plan on doing. Maybe even edit in dual natured from one of the other metssapients.

Do you know what the innate magic of 1 represents? Does it give an extra magic point during character creation? I couldn't find a reference to what it specifically effects in the book.

Thanks for the info, I appreciate it!
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: &#24525; on <03-22-17/1348:35>
A starting magic of one isn't a bonus of any sort. It just means you are a magical entity. It is a special attribute which can be increased with points from the Metatype priority.

If you choose not to become a mage or adept then your Magic attribute will only be relevant for things like critter powers or Mana barriers.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Pap Renvela on <03-22-17/1807:53>
A starting magic of one isn't a bonus of any sort. It just means you are a magical entity. It is a special attribute which can be increased with points from the Metatype priority.

If you choose not to become a mage or adept then your Magic attribute will only be relevant for things like critter powers or Mana barriers.

And if you choose to be a mage or adept then the MAG you get from the priority pick replaces the 1...
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: DrCoras on <03-22-17/2127:09>
Excellent! More valuable information.

Well, I have decided I am definitely going to play a Bovine Shapeshifter and I will either be an Adept or a Mystic Adept, but even if I go the mystic adept route I am still only going to be an adept with a few spells.

Since magic is a bit tough to wrap my head around I may end up just going regular adept and save the Spells for my next character.

Thanks again everyone, I am learning as I go! Now I just need to learn how to edit the Shapeshifters in HeroLab to add the provisional changes and fix the max magic snafu.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Kiirnodel on <03-22-17/2323:30>
Well, copying the race should be pretty straight-forward. The only roadblock is that you'll have to manually copy the data, rather than making a copy and doing some slight edits.

If you open up the editor, the race is on the Race, Metahuman subtab of the Race tab.

If you hit the New (Copy) button, you should see Bovine Shapeshifter close to the top of the list. Now, when you copy it, the editor will tell you that you can't save it. Which is fine, you can use it to go through the data and see what you need to change.

Next, hit New (Blank) to make a fresh blank race. Name it something like Bovine Shapeshifter (Errata). From there, just go through the Copy and fill in all the information the same way. The Magic is actually a scripted event, so you can just not add that. Otherwise make sure you go through and copy everything else.

Once you have everything copied (make sure that the tags and bootstraps also match), then you can also add the Dual-Natured, Regeneration, Allergy, etc) as bootstraps also.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: DrCoras on <03-23-17/0029:47>
Well, copying the race should be pretty straight-forward. The only roadblock is that you'll have to manually copy the data, rather than making a copy and doing some slight edits.

If you open up the editor, the race is on the Race, Metahuman subtab of the Race tab.

If you hit the New (Copy) button, you should see Bovine Shapeshifter close to the top of the list. Now, when you copy it, the editor will tell you that you can't save it. Which is fine, you can use it to go through the data and see what you need to change.

Next, hit New (Blank) to make a fresh blank race. Name it something like Bovine Shapeshifter (Errata). From there, just go through the Copy and fill in all the information the same way. The Magic is actually a scripted event, so you can just not add that. Otherwise make sure you go through and copy everything else.

Once you have everything copied (make sure that the tags and bootstraps also match), then you can also add the Dual-Natured, Regeneration, Allergy, etc) as bootstraps also.

Excellent! It worked like a charm and now all I have left is to create my character! I spoke to my GM today and he already knew the basics of my backstory, but he said considering the direction I am headed and the story I gave, he would need me to be a physical adept, not a mystical adept because his reasoning is that I messed up the village be being inept at spellcasting.

He also suggested(not required) that I take the negative quality Borrowed Time and I am being hunted by the spirit I loosed upon the village and when the roll hits it will mean it catches up with me and at that time he and I can discuss if I am powerful enough to defeat it (burn edge to remove quality) or if it bests me (die in spectacular fashion)

Since he and I are big on RPing and storytelling I think it's a great idea. Hopefully I will have a build up in the next few days for you guys to take a look at!

Thanks again for all the help, everyone has been awesome!
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Kiirnodel on <03-23-17/0109:20>
I think it is worth pointing out that Physical Adepts aren't just inept at spellcasting (or summoning), they are flat-out incapable of doing it. If the situation we're talking about involves the character failing to summon a spirit, then they can't just be a physical adept. That would be like expecting a human to fly.

Now, with a Mystic Adept, the character could have attempted to learn summoning and failed so spectacularly that it caused problems. This might be a good reason to take the Incompetent (Conjuring) quality. The end result would be the inability to learn how to conjure, but the character still has the potential to do it.

You're new to the game, so I completely support having your character be simpler. Honestly, its a big undertaking to make a Metasapient as your first character, so sticking with Physical Adept is probably a good idea. I just wanted to point out that the background story might need some tweaking to make that part jive correctly with the setting.

Another tip on background, Shifters don't generally congregate into villages, mostly because their natural form is the animal, not humanoid. Now, Shifters that walk in from the wild in the NAN are offered SINs and would likely be welcomed into society. You could have walked in and joined a NAN tribe near Denver, still placing you in the right area for the game (I think?). A Shifter joining the tribe might have been a big deal, leading to the extensive magical training they attempted to give you. And the excitement might have then led to their overestimation of your capabilities. After the mishap, they could have blamed you, leading to the casting out.

Personally, I'm not a big fan of Borrowed Time. And if you're deciding to be a Physical Adept, you couldn't have been the one to conjure the spirit (as much as the village might have blamed you for it). But if you're ok with having a timer leading to when you're character dies, cool on you. When a Spirit goes Free, strange things can happen.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: The Wyrm Ouroboros on <03-23-17/0157:03>
Yeah, 'shifter is not the direction I would have gone in order to get more 'in tune' with the world before playing something really out there.  :/  That's primarily because playing a bovine shapeshifter means that you're whatever form of cattle first and human fifth.  Or sixth, or eighth - something that you can do, but you have the mind of a herd / prey animal.  Which, if you get back to the whole 'village' thing, might instead be your herd ...
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Hobbes on <03-23-17/1102:53>
Shifters are Awakened versions of the Animal form.  If you were the only Sapient  being in the herd (pack, family group, whatever) why would you stick around once you were aware of Metahuman civilization?  I get that some would, but those folks are not Shadowrunners.  They're feral Shifters living out in the middle of nowhere. 

If you're making a Shifter who happens to be a Shadowrunner, then probably you're one of the Shifter sorts who think living in an Apartment beats living in a cave.  Just sayin'.  The most famous cannon Shifter blends completely into the Runner Community and Metahuman Civilization and doesn't spend her down time hanging out in the Zoo's tiger pen.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: The Wyrm Ouroboros on <03-23-17/1849:23>
(Canon, not cannon.)  Actually, the famous canon shifter - for those not familiar, that's Striper, a tiger shapeshifter who worked as an international hitter - didn't quite blend in completely, and retired to the wilds of Maine in order to breed and have kits, only coming out of retirement when the aforementioned kit was kidnapped.

And the answer to 'why' comes from the essence of the entity - 'because I am a bull, and this is my herd'.  'I am a panther, and this is my hunting territory.'  'I am a wolf, and this is my pack.'  The primary reasons for a sapient animal (shapeshifter or not) to begin interacting with metahumanity is because metahumanity can assist them in something their baseline form needs to have done, or because metahumanity is threatening them.  Defend their territory from a very dangerous encroaching creature (like a juggernaut), or prevent hunters from killing so many of their herd.  What happens once they get a taste for that - well, the evolution from that is probably why there's shadowrunning shapeshifters, neh?

In any case.  My primary point wasn't really about 'why play a shapeshifter at all' (I mean, I've played two), but that 'playing a shapeshifter is a tough first character when you're trying to learn the SR universe'.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Tarislar on <03-24-17/0131:17>
Right now we have a Troll bruiser, a technomancer(can't recall race), an Elf Face, an Elf Stealth Street Samurai and me!

Now, the GM did ask that one of us have some type of astral affinity even if not a magician, and since I tend to be the type to write a story for a character and then create them, it was handed to me.

I have decided I want to make a Sasquatch Adept. The basic story is that I was training under the Shaman of my clan to take over when he died since I was the son of the eldest(kinda like chief) even though I showed minimal aptitude toward spirit summoning. It seemed the only thing I was good at was the most basic of astral abilities, punching and defending. The shaman just pushed me too far too fast and wildly overestimated my abilities, until one day I summoned a spirit I couldn't control. Not only that, it was a malevolent spirit, and it ended up killing several of my clan members before the Shaman was able to banish it. Since it killed my father, I didn't have the protection of a leader on my side and I was cast out.

I was thinking about Meta(A) Attributes(B) Magic(C) Skills(D) and Resources(E) since I will have limited skills and resources having been living on the streets and coming out of the forest. Our face(the one I helped) is Resources(A) and has vowed to take care of me(she's a den mother character).

As several have stated, most the Metasapients from RunFaster are going to be hard to play.
They all come with significant downsides.
Also as mentioned the tribal backstory doesn't fit well since few of them are tribal in organization.

Overall I think the group could use a Human since there are already 3-4 metahumans in it & the NAN will fit your background story.

My suggestion to keep something similar would be the following.

1.  Change to Human, specifically, Native American.

2.  Go Physical Adept & reserve 2 power points for Astral Perception & Innate Spell (Make it a nice AE like Ball Lightning/Fire Ball & have the devastation of your village be from miscasting it.

3.  I'd suggest the following set up.
Attributes-A,  Magic-B (Sioux),  Skills-C,  Cash-D,  Human-E

B3, A6, R5, S3, W5, L3, I5, C2

28+4=32 Skill Points & 2 Group Points
Group-Athletics-2
Assensing-6
Longarms-6  (Sniper+2)
Perception-6  (Searching+2)
Sneaking-6
Spellcasting-6
Unarmed Combat-6

I'd push hard into the Elemental Body line to go with the above mentioned Perception & Spell.
Toss in some Combat Reflexes, Increased Reaction, & Agility Boost & you'll be set.

I'd go Beasts Way & look at Eagle as a solid mentor choice


6.0 Power Points:  (Mentor & Way in Bold)
0.25-Agility Boost
0.5-Astral Perception
1.5-Improved Reflexes
0.0-Combat Sense
0.5-Elemental Strike
0.5-Elemental Body
0.25-Enhanced Accuracy (Longarms)
1-Innate Spell
0.5-Killing Hands
0.5-Motion Sense
0.5-Traceless Walk


Between your Energy Fists, a pair of long guns for "hunting", & a Nuke of a spell, you can handle anything thrown at you in combat.
You also have good scouting skills to back up the samurai or climb to a snipers perch.
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: DrCoras on <03-24-17/0345:19>
I think it is worth pointing out that Physical Adepts aren't just inept at spellcasting (or summoning), they are flat-out incapable of doing it. If the situation we're talking about involves the character failing to summon a spirit, then they can't just be a physical adept. That would be like expecting a human to fly.

Now, with a Mystic Adept, the character could have attempted to learn summoning and failed so spectacularly that it caused problems. This might be a good reason to take the Incompetent (Conjuring) quality. The end result would be the inability to learn how to conjure, but the character still has the potential to do it.

You're new to the game, so I completely support having your character be simpler. Honestly, its a big undertaking to make a Metasapient as your first character, so sticking with Physical Adept is probably a good idea. I just wanted to point out that the background story might need some tweaking to make that part jive correctly with the setting.

Another tip on background, Shifters don't generally congregate into villages, mostly because their natural form is the animal, not humanoid. Now, Shifters that walk in from the wild in the NAN are offered SINs and would likely be welcomed into society. You could have walked in and joined a NAN tribe near Denver, still placing you in the right area for the game (I think?). A Shifter joining the tribe might have been a big deal, leading to the extensive magical training they attempted to give you. And the excitement might have then led to their overestimation of your capabilities. After the mishap, they could have blamed you, leading to the casting out.

Personally, I'm not a big fan of Borrowed Time. And if you're deciding to be a Physical Adept, you couldn't have been the one to conjure the spirit (as much as the village might have blamed you for it). But if you're ok with having a timer leading to when you're character dies, cool on you. When a Spirit goes Free, strange things can happen.

This is perfect! Your ideas and throwarounds are exactly what I needed to finish my character. Taking a mystic adept with the Incompetent (Conjuring) ability is 100% perfect for him. And your last paragraph was already where I was going anyway. Basically a bison bull living near Laramie and somehow I ended up alone, maybe injured when rest of herd left or rest of herd hunted and killed.

I'm found by a local tribal group and even though I had been able to shift before, it didn't serve me well in my herd, but now I do it out of desperation in front of whoever finds me and they treat it like a sign or an omen. They take me in and the shaman grooms me to be his replacement. While I show an excellent affinity for most spellcasting, my conjuring is terrible. Like you said the excitement leads to overestimation when I eventually summon a spirit that wreaks havoc. The shaman chases off the spirit but not before it does huge amounts of harm, but after he does, he curses me to walk in human form until I am able to find and kill the spirit. Now, he may not have the actual ability to do so, but I don't know that and I assume my shifting won't work when I try it and that doubt is enough to make it actually not work. I am ashamed and blamed and am kind of told to leave and leave out of guilt. Little bit of both.

I end up in Denver, and it gives future hooks to the GM. I spoke with him about it and he LOVES the idea, he did say he wanted us to only use Core and Run Faster for creation, but I got the go ahead to take Sioux as my magic type and to take Beast's Way. But nothing else outside of those 2 books.

Tarislar and Wyrm, I do appreciate your input and definitely did think about it and discuss it with my GM, but in the end he felt that my idea gave him some good setup and also works with me looking human. He did suggest I might want to take Masking early, I will have to look into that.

We will be playing Sunday so I am hoping to get the full character up before then for you guys to look at and critique, but even if I don't, we've all usually been pretty cool with retroactive changes when things obviously don't work. I just finished running Way of the Wicked(PF) for them and we felt the uniqueness of being evil was kind of a gateway to trying more unique ideas and systems and since the GM is most familiar with Shadowrun after PF it was a perfect opportunity.

thanks again for all the help guys, you really have been a wonderfully welcoming and open community and I look forward to having a new system to play for years to come!
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Vassago on <03-24-17/0816:58>
Have Fun!
After the game you'll need a [Logic+Willpower] (6) Addiction Test, or you'll become addicted to SR5
Title: Re: Starting out in Shadowrun 5e and needing guidance
Post by: Kiirnodel on <03-24-17/0841:07>
Glad I could help. Good luck with your game, sounds like you and your GM have some good story to work from.