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No Magi-Bio/Cyber Runner

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Glyph

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« Reply #15 on: <08-23-16/2234:11> »
The archetypes have always ranged from atrocious to playable (if far from optimized), and are often riddled with errors.  But they do offer a look into what the writers envision as a viable cross-section of shadowrunners.

Whether that holds true in play is another thing altogether, and is largely dependent on how the GM runs the game, and what kinds of characters the other players like to play.  Unaugmentated mundanes can at least be decent, though.  Get Agility: 6, Reaction: 5, and Intuition: 5, with two or three combat skills at 6 plus specialization, and you will be rolling 14 dice to attack and 10 dice for passively dodging.  Sure, the adept or the sammie can do it better, but it's not bad, and you have high Edge and a good mix of other skills, too.

I think unaugmented mundanes often get a bad rap because the people who gravitate them envision them as either Jacks of all trades or new to the shadows, resulting in low/average skills that are spread too thin; and they tend to have Attributes in the 3-4 range because they don't like having any low Attributes.  14 dice for attacks is decent; dice pools in the 5-8 range are barely breaking even with the stats they give for "mouthbreathing thugs".

Kuirem

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« Reply #16 on: <08-24-16/0133:29> »
Also Adrenaline Surge is your best friend. The guy in front of you might be super augmented but if you act first and put a bullet in his skull he will have trouble to aim when it is his turn.

Teknodragon

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« Reply #17 on: <08-25-16/1321:57> »
Combat doesn't have to be the be-all, end-all. No magic, no 'ware, frees up a lot of character resources.

"I've got that." Be the one with the right tool in the right place at the right time. Grapple gear, lockpicks, industrial chemicals. Figure a good load-out, and have some vests or belts for quick gear-selection swap-outs to be kept in your transportation. An extra vehicle and a couple cheap drones in the right places can make a big difference.


You don't have to be a face to know somebody who knows somebody. "Bill said that Josie said that this security guy, Tom? Yeah, Tom's got these problems, see, and keeps lookin' for a way to pay off this guy he owes."

Technical knowledge. "This is a mod RN-482a Renraku maglock. Now, the 482b fixed a little problem they had if you put a magnet from a kid's toy *here*, then pushed a pair of probes with 12 volts *here*... got it." click.
Life is short, the night is long, and we still have ammo.

Aazen

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« Reply #18 on: <08-27-16/1927:19> »
Thanks! Everyone! You given me something to think about (and some hope  ;D).

Overbyte

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« Reply #19 on: <08-28-16/1400:37> »
Things you can do well without cyber:

1) Infiltration/Face: Sneaking, Locksmith, Hardware, Con, Disguise, Ettiquete, Negotiation

2) Shoot Guns: Agility + Laser Sight + Skill

3) Athletics: Gymnastics (lots 'o dodge), Running, Jumping

So..  You'll have to have more than just medic skills. But I wrote up an ex-Doc Wagon HTR guy. Med + Combat, or you could be Medic + Face, or probably both with all those skill points
The big problem is always initiative in SR. But you could overcome some of that with Edge and Drugs and just plain ole being smart and hanging back.
Nothing is foolproof. Fools are so ingenious.