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Mundane?

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Mäx

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« Reply #30 on: <11-10-10/0435:59> »
Isn't it the case that most meta-humans are mendanes an by extension also most runners? Wouldn't that make a group of adepts, mages and other crazy characters at the very least unlikely?
The OP included no ware to requirement for mundane, so using the term that way mundanes are really really rare as shadowrunners.
"An it harm none, do what you will"

AJBuwalda

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« Reply #31 on: <11-10-10/0444:06> »
Isn't it the case that most meta-humans are mendanes an by extension also most runners? Wouldn't that make a group of adepts, mages and other crazy characters at the very least unlikely?
The OP included no ware to requirement for mundane, so using the term that way mundanes are really really rare as shadowrunners.
Ok,  fair enough!
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Chaemera

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« Reply #32 on: <11-10-10/0630:10> »
There's nothing explicitly in the rules about incompatible flaws, but I have a hard time reconciling a SINner with a day job, and the erased quality.
You tell whatever is doing the erasing to leave the job, and most of the connected SIN alone?
What I'm saying is, you have an official SIN, on the one hand, which is a negative quality, and on the other hand, you have a quality that lets you burn your SIN any time you want.  I wouldn't have a problem with it if either 1) The erased quality didn't work on either of the two negative qualities, or 2) The player has to pay off the flaw with karma if he uses Erased to get rid of it.

As a GM, my stance is, no matter how you get rid of them, getting rid of a negative quality costs the Karma. And, that's supported by the RAW, so my player's can't complain:

Quote from:  SR4A, pg. 271
If the gamemaster feels that a character has made the necessary changes to shrug off a negative quality, he can allow that character to pay twice the quality's BP cost to remove it.
"Erased" doesn't obviate that requirement.  ;D
SR20A Limited Edition # 124
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Nomad Zophiel

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« Reply #33 on: <11-10-10/2239:52> »
Tinkering with mundane characters again. Human+Lucky+75 points=8 Edge. The guy's mostly just OK but when the chips are down he always comes through.

Mäx

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« Reply #34 on: <11-11-10/0207:12> »
Tinkering with mundane characters again. Human+Lucky+75 points=8 Edge. The guy's mostly just OK but when the chips are down he always comes through.
Ah, the famous mister Lucky 8)
"An it harm none, do what you will"

Nomad Zophiel

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« Reply #35 on: <11-11-10/0216:05> »
Actually seems kinda fun but it sucks up points like being a Mage. He doesn't have much choice but to be a Mundane. Looks like I'm going to head stealth/surveillance with him and a Michael Westin "When you're burned. . ." background.

AJBuwalda

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« Reply #36 on: <11-11-10/0330:03> »
Tinkering with mundane characters again. Human+Lucky+75 points=8 Edge. The guy's mostly just OK but when the chips are down he always comes through.
Jeez... Does that even work moderately? He must be very limited.
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Nomad Zophiel

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« Reply #37 on: <11-11-10/0402:29> »
My rough sketch has two other attributes at 5, most of the rest at 3, (or a third at 5 if two of them go down to 2), Stealth skill group at 4, Perception at 6, half a dozen other skills and a good five points of gear (mostly in a chameleon suit and a good pair of guns). For following and spying on people or for a surprise attack, he's surprisingly good. I'm still tweaking it to get him some decent Athletics skill, too. And remember, eight times per session he rolls +8 dice with rule of 6. So that's a pretty big deal.

BP breakdown is basically:
Attributes 200
Edge 75
Positive+Negative Qualities 0
Gear 5
Skills 120
He's Hung Out To Dry and has Amnesia so I didn't take Contacts. I'm actually really uncomfortable with that but it'll make an interesting challenge.

He'll never out fight a Street Sam but most investigative bonuses are available in non-implant version. I was honestly expecting to have more points (wouldn't mind some Chemsitry and Armorer) but a 15 dice pool for stealth is nothing to sneeze at and it can always be boosted to 23 when it really matters.

Dead Monky

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« Reply #38 on: <11-23-10/1427:54> »
My GF's weapon specialist started out, and has remained thus far, completely mundane.  She's saving up for some bioware mods to boost initiative, but that's about it.  Everything else is peripheral (meaning not magic or implants).  The character has held her own pretty well.  She's had to get creative a few times when fighting heavily modded or magical adversaries, but rockets and grenades go a long way as equalizers.