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Workable centaurs?

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Teknodragon

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« 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?
Life is short, the night is long, and we still have ammo.

CanRay

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« Reply #1 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?
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Glyph

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« Reply #2 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.

Teknodragon

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« Reply #3 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!
Life is short, the night is long, and we still have ammo.

 

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