Shadowrun General > General Discussion
New player character class
FastJack:
Yeah, take a gander over on the Road to Redmond thread to see how there's not really classes, but archetypes/themes to characters. Being a gunslinger, you have a ton of different options: the cybered out walking machine gun; a magical gun adept; the sniper; Panther-toting troll...
Kontact:
For your first time, Chrome up.
Get something which gives you 3 initiative passes like Wired Reflexes 2. Reflex recorders and such are cheaper than skills. Muscle toner and such are cheaper than stats. Being a Combat specialist doesn't mean you can't buy and run drones too. Only your books and your depth of knowledge will keep you from that. Don't neglect your support skills like Infiltration for sneaking around or Con for talking your way past somebody.
The depth of 2070 tech means that you can exercise your creative impulses without resorting to magery (Not that magic is very creative. It's so powerful it doesn't need to be.)
Benefits are: High twitch cyber means that you're a bad man all the time. Enjoy your guns. Wide growth path. Easy first character.
On the down side: Magic will eff' you up. You're going to set off detectors when you go to fancy parties.
The_Gun_Nut:
Another important thing to remember: contacts. It's not what you know, it's WHO you know. Get, at a minimum, two contacts of rating 2/2. That is a bare minimum. Contacts are a way for the GM to provide the players with not only information, but adventure hooks to help get them motivated. Fleshing out your contacts, giving them personalities, will also help both the GM and you interact with the contact and get what you need as a player.
FastJack:
--- Quote from: Kontact on ---For your first time, Chrome up.
Get something which gives you 3 initiative passes like Wired Reflexes 2. Reflex recorders and such are cheaper than skills. Muscle toner and such are cheaper than stats. Being a Combat specialist doesn't mean you can't buy and run drones too. Only your books and your depth of knowledge will keep you from that. Don't neglect your support skills like Infiltration for sneaking around or Con for talking your way past somebody.
The depth of 2070 tech means that you can exercise your creative impulses without resorting to magery (Not that magic is very creative. It's so powerful it doesn't need to be.)
Benefits are: High twitch cyber means that you're a bad man all the time. Enjoy your guns. Wide growth path. Easy first character.
On the down side: Magic will eff' you up. You're going to set off detectors when you go to fancy parties.
--- End quote ---
LOL, *this* explains so much about the SR universe. All the wired sammies are newbs!
(Don't misunderstand me, I know that there's probably a lot of players that are veterans and like to roll-up a wired sammy, but it does explain the attitudes and high casualties...)
Mara:
Heck, for gunslingers, AH created a new type, the Gunsel Karcist, that uses
drone guns and Sprites to do CRAZY things with guns...As someone who
normally tries to come up with off the wall concepts and strange tangents,
it impressed me.....I had never thought of that before!
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