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taeksosin
post Oct 1 2011, 01:00 AM
Post #1


Moving Target
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Group: Members
Posts: 428
Joined: 23-September 11
From: Vegas
Member No.: 38,733



Howdy everyone. First session of my game is tomorrow, and I thought I'd be lazy and post the characters up here for you good folks to take a look at them and figure out if anything is too off.

Valk - The Shape Shifting Close Combat Gal
Rakki - Thrill Seeking Burglar
Ningyo - DolphinBoy/TechnoRigger Extraordinaire
Hey You - Elf Jason Bourne and Sexy Biatch
Red - Ex-Lone Star Detective with Dead Wife Syndrome
http://dl.dropbox.com/u/88794/hey%20you.htm
I know there's no real magical support (sadly, the guy playing MooMage had to duck out, but it was Minotaur Magician hilarity).
Rules used are as follows:
1) German Karmagen, 500 Karma (going for a newbie runner power level)
2) Books Allowed: SR4A, Unwired, Arsenal, Street Magic, Digital Grimoire, Augmentation and Runner's Companion
3) House/Optional Rules: Metatype = BP x 1, Free Contact points = Cha x 2, and free knowledge skills like BP build.

I encouraged my players to keep in mind the fact that hardcore min-maxing could be bad for them, as I had no problem making the Cha 1 uncouth character HAVE to make basic social interactions and similar situations. No idiot-savants if I could avoid it, the characters needed to be someone who could feasibly make it in the real world. I figure for our first session I'm going to run them through Food Fight to get them used to how the combat and such works (one completely new PnP player, the others have played DnD4e) and then segue into On the Run for their first real shadowrun. After that, sticking with homebrew campaigns that may draw inspiration from some premades (Ghost Cartels comes to mind).

Questions, comments, criticisms and advice are all welcome. I'm trying to avoid some of the pitfalls that seem to have plagued Hyphz's game, and have taken a good deal of the advice I've seen there to heart already.

Edit: Updated the links to HTML sheets.
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