Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Teknodragon on <05-21-11/2126:59>

Title: Workable centaurs?
Post by: Teknodragon on <05-21-11/2126:59>
I keep getting an itch to put together a centaur character for Missions play, but the hurdle of Uncouth, Uneducated, and deltaware-only puts such a crimp, that I wonder if there are builds that are worth the downsides?
Title: Re: Workable centaurs?
Post by: CanRay on <05-21-11/2143:25>
Adept Centaur gets around the Cybernetics bit.

As for the other two, well, you're a fresh off the NAN plains where all the people you've known only your own tribe.  :P  How else would one act?
Title: Re: Workable centaurs?
Post by: Glyph on <05-22-11/0637:04>
One thing to remember is that both Uncouth and Uneducated can be bought off during character creation if you so choose.  Centaurs really don't have a lot of advantages - only two Attributes get a +1 boost, and they don't have much in the way of special abilities, either.  And with how incredibly distinctive they are, they won't be very practical for most campaigns.  I am not that well-informed about Missions play, but it seems to be "traditional" shadowrun.  A centaur would be better for a campaign set in a semi-wilderness setting (NAN, smugglers, paracritter hunters, etc.).  Their main ability is their Search power, so combine that with the Outdoor skill group and you can have a decent bounty hunter or guide.  Even so, you will be behind the power curve of the other players.  Centaur is a choice that is very sub-optimal from a numbers-crunching POV.
Title: Re: Workable centaurs?
Post by: Teknodragon on <05-22-11/1052:53>
That's pretty much been my stumbling block, Glyph. Standing out can be forgiven for a character sufficiently good at what they do. Back to the drawing board I go!