Hello all! The information qouted below was sent by myself to several friends of mine that also enjoy Shadowrun and one of them suggested that I post it here to get a general opinion on it. Looking over it now I think that the 24+ area should have been toned down a touch in its description but overall I still hold to this outline. I originally came up with the chart to help me build a character and have it 'feel' right. Often times it is easy in RPGs to want to have the biggest, baddest, and flashiest characters which, in Shadowrun, means huge dice pools. I wanted to chart out what a true runner would likely possess. This is my attempt at that.
"I cannot make a character up without reference to the system and setting. In the case of Shadowrun we have a fairly detailed setting (you just have to read in detail to get detail) but the system has a lot of conflicting items. The primary culprit is the skill rank chart. This should have been pulled from the book. It is an aberration. Skill rank represents, at best, half of your total dice pool. Which blurs it out so much that it is no longer any good. Dice pool is what it should be about. Everything and everyone is measured in dice pools. In order for that to stay constant we need to take out variability. Fortunately the game does this for us with purchasing successes. It is important to keep in mind that we measure heroes against the everyday and not against the big bad guys. So I examined just those things. Several factors are involved with this. First, it is really important to acknowledge that the common homo sapien cannot default and still buy a success. This is extremely important to the chart.
Secondly, we want to measure what a hero can achieve routinely and not on a good roll or using edge. We can also remove positive modifiers from external sources (IE ideal conditions). I use the sniper as an example because it is easy for everyone to quantify such a practice and imagine negative modifiers.
Given those things, here is my chart.
0-3 dice: General dude. Cannot routinely accomplish easy tasks without some risk because he cannot buy a success.
4-7 dice: Dabbler with a bit of know-how, nerve, superior attribute, or some blend. This category gets its own rating because it is where a character can buy a success under normal or even some adverse conditions. This is the bottom rung for shadowrunners. Pick-up skills that the character runs into from time to time will be here.
8-11 dice: Professional with a solid basis. Can purchase 2 successes, possibly under adverse conditions. Accomplishes average tasks with little to no effort. Shadowrunners have any important skill that does not apply directly to their specialty in this area.
12-15 dice: Expert. 3 successes in normal conditions. Difficult tasks with no problem. The realm of runners who are good at what they specialize in. I feel that most runners would have specialty skills here in this realm.
16-19 dice: Elite. 4 successes in normal conditions. The book gives no rating for 4 successes but I made this block because it enables a character to buy successes nearly at will. At this rating a sniper could be buying 3 successes for a 500 yard shot in the rain with high wind. In other words, he grunts, pretends to actually look into the scope, and wishes for something worth his time before squeezing the trigger and sending a 50 caliber bullet through his target's nasal cavity. The kingdom of runners that are not know for any sort of failure in the assigned task.
20-23 dice: Iconic. Natural character cap at 20. 5 successes in normal conditions, 4 in adverse. Impossible tasks with grace. This is the guy that takes mile-long shots for no reason other than he can.
24+: Legendary. At this range very little is stopping the runner. This approaches the realm of graphic novel. Think Wanted. The sniper is sitting in a chair 2 miles away and does not even bother to aim the gun. He just pulls the trigger and wills the bullet to his target."