I had the idea of turning Shadowrun into a funnel, similar to the Dungeon Crawl Classics RPG funnel, but with a shadowrun setting and rules. Here's what I've got so far, including some introductory stuff if you've never heard of a funnel. I originally did a funnel in Pathfinder to get over my aversion to killing player characters. I still don't kill all willy-nilly, but I'm over the aprehension now.
Each player starts with 5-10 randomly generated low-power characters. (We'll call them Chums for now.) The very first session of play will involve some sort of disaster/attack that will whittle down the number of Chums to one per player. THAT surviving Chum becomes their starting character. The number of chums each player gets is determined by the GM. For each chum, the player rolls a d100 and consults the "WageSlave" table. The result determines your Chum's starting job AND metatype. This means you're far more likely to wind up as human, elf, or ork, considering these races are the vast majority of the sixth-world population.
I haven't made the full list yet, but the number of types of positions will be determined by approximate population density info provided in various shadowrun sourcebooks. I'll probably skew the chart a little bit so there's a bit more chance to wind up as non-human, just to challenge the players.
The chart will consist of
55 human WageSlave jobs,
15 Elf WageSlave jobs
15 ork WageSlave jobs,
7 Troll Wageslave jobs,
7 Dwarf WageSlave jobs.
1 Metavariant WageSlave job. (Roll the d100 again, disregard another 100, and pick a metavariant for that type and your WageSlave job.)
Jobs will include things like janitor, IT guy, Rent-a-cop, and so on. The jobs are to be designed to be low-powered nobodies with perhaps a little bit of training in their field.
During play, pretty much all tests made by the Chums will have them roll a few dice, plus some modifiers if any. The base number of dice is three, but different metatypes myght get bonus dice for certain tests. Your metatype will also determine your starting condition monitors. For example:
Humans: extra die when luck is involved. 9P, 9s,
Elf: extra die when dealing with agility or charisma 9p, 9s.
Ork: extra die when resisting damage or using strength 10p 9s
Dwarf: extra die when using willpower or body 10p 10s
Troll, extra two dice for body or strength, and have a natural armor of 1. 11p 9s
Metavariants follow the same rules.
Characters will also start with one weapon and a piece of equipment determined by their WageSlave job, and 1d6 x 20 nuyen in starting cash on hand.
AFTER THE FUNNEL and everyone has only one Chum left, characters go to character creation with 800 karma. Your metatype is NOT free but all your attributes start at +1 from their minimum. Should you choose to purchase awakened or emerged character qualities during chargen, it's assumed that it is the result of a spontanious appearance of said abilities, and the characters will have had time to get a hang of some of the abilities they gained.
What do you think? Got any additions?