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Message no. 1
From: Mike Kinnan <makst44+@****.edu>
Subject: Character generation question
Date: Mon, 22 Jul 1996 15:09:02 -0400 (EDT)
Hoi! I'm new to the newsgroup and was hoping someone could answer a
question about character generation. I don't have my SRII book here with
me, so I may be a little vague. The maximum a skill is allowed to start
at after generation if I remember correctly is a 6. However, with being
able to specialize and concentrate (I'm not sure if concentrate is the
word) you can lower your skill score by increasing your specialization.
So my question is- is firearms 6, light pistol 7, Predator 8 acceptable
being that your skill is still only a 6, or does your skill start at a 6
and then decrease by specializing? We couldn't find anything in SRII to
specify and checking the archtypes was a waste of my time and energy.
Remarkably, this is the only problem that I specificly remember
encountering while running... Maybe I just missed something in the SRII
<shrug>:).

-------------------------------------------------------------------
\ Mike Kinnan (makst44+@****.edu) \
\__________________ It's a sick world and I'm a happy man! %-> \
\Win in you can, \ The true definition of champions: Joe Sakic,\
\Lose if you must,\ Mike Ricci, Patrick Roy, Adam Foote, and the\
\But always cheat!\ remainder of the Colorado Avalanche. \
-------------------------------------------------------------------
Message no. 2
From: Jeff Marshall <nitro@*****.net>
Subject: Re: Character generation question
Date: Mon, 22 Jul 1996 17:12:10 -0400 (EDT)
On Mon, 22 Jul 1996, Mike Kinnan wrote:

> Hoi! I'm new to the newsgroup and was hoping someone could answer a
> question about character generation. I don't have my SRII book here with
> me, so I may be a little vague. The maximum a skill is allowed to start
> at after generation if I remember correctly is a 6. However, with being
> able to specialize and concentrate (I'm not sure if concentrate is the
> word) you can lower your skill score by increasing your specialization.
> So my question is- is firearms 6, light pistol 7, Predator 8 acceptable
> being that your skill is still only a 6, or does your skill start at a 6
> and then decrease by specializing? We couldn't find anything in SRII to
> specify and checking the archtypes was a waste of my time and energy.
> Remarkably, this is the only problem that I specificly remember
> encountering while running... Maybe I just missed something in the SRII
your skil rating goes down with the concertation and specialization as
the specialization goes up beyond 6 <8 is max couting specilization> i
cant remember the exact digits but its right there at the beginging of
the skills list,
Jeff
Message no. 3
From: Marc Lipshitz <MLIPSHIT@****.CO.ZA>
Subject: Character generation question -Reply
Date: Tue, 23 Jul 1996 07:53:24 +0200
>>> Mike Kinnan <makst44+@****.edu> 22/July/1996 09:09pm >>>
The maximum a skill is allowed to start at after generation if I remember
correctly is a 6. However, with being able to specialize and concentrate
(I'm not sure if concentrate is the word) you can lower your skill score
by increasing your specialization. So my question is- is firearms 6, light
pistol 7, Predator 8 acceptable being that your skill is still only a 6, or
does your skill start at a 6 and then decrease by specializing?

We did it as follows:
max starting skill is 6
If concentration then concentration is 7, general skill is 5
If specialisation then specialisation 8, concentration 6, general skill 4.

Of course we fiddled chracter generation and said that no skill may be
above 6 at start, whether specialised or not. Thus a specialisation at 6
would have a concentration of 4 and a general skill of 2, cost of 4.
Message no. 4
From: "Gurth" <gurth@******.nl>
Subject: Re: Character generation question
Date: Tue, 23 Jul 1996 12:27:22 +0100
Mike Kinnan said on 15:09/22 Jul 96...

> Hoi! I'm new to the newsgroup

Newsgroup? Wasn't that idea cancelled? :)

> and was hoping someone could answer a
> question about character generation. I don't have my SRII book here with
> me, so I may be a little vague. The maximum a skill is allowed to start
> at after generation if I remember correctly is a 6. However, with being
> able to specialize and concentrate (I'm not sure if concentrate is the
> word) you can lower your skill score by increasing your specialization.
> So my question is- is firearms 6, light pistol 7, Predator 8 acceptable
> being that your skill is still only a 6, or does your skill start at a 6
> and then decrease by specializing?

You start the skill at 6. The you buy a Pistols concentration (yes,
concentrate is the right word), making your Firearms (Pistols) skill 7,
but your basic Firearms skill only 5. If you now buy a specialization in
Predator, your skills become Firearms 4, Firearms (Pistols) 6, Firearms
(Pistols, Predator) 8.

This is allowed to new characters, because you did not put more than 6
points into Firearms skill. Remember that you may only have one
Concentration and one Specialization per skill, and that a Specialization
must be a narrower field of that Concentration.
You can't take Firearms 6 and then concentrate in Rifles, but specialize
in the Ares Predator pistol.

> We couldn't find anything in SRII to specify and checking the archtypes
> was a waste of my time and energy.

Not surprising :)

> Remarkably, this is the only problem that I specificly remember
> encountering while running... Maybe I just missed something in the SRII
> <shrug>:).

You mean you've not yet come across problems about grounding spells though
quickenings, anchorings and/or spell locks? Not even by means of a Fasion
or Makeover spell?
Why the novels don't follow the game's rules?
The Elven Illuminati?
Unrealistic ammunition?
Essence cost of bioware for magically active characters?
The bugs, wraiths, and Horrors?
Cumulative reaction and/or initiative enhancements?
Running speed in combat?
Does FASA know anything about real-world vehicles/guns/computers/
technology in general?
Why people on this list tend to get mildly irritated (at best) if the
first topic from this list is brought up?

:)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
You can trademark anything you want, as long as you can get someone to
believe it.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 5
From: "Ferri Pagano" <Ferri_Pagano_at_STRM__Amsterdam1@******.com>
Subject: Re: Character generation question
Date: Tue, 23 Jul 96 14:06:28 EST
______________________________ Reply Separator _________________________________
Subject: Character generation question
Author: shadowrn@********.itribe.net at Internet
Date: 22-7-96 15:19


Hoi! I'm new to the newsgroup and was hoping someone could answer a
question about character generation. I don't have my SRII book here with
me, so I may be a little vague. The maximum a skill is allowed to start
at after generation if I remember correctly is a 6. However, with being
able to specialize and concentrate (I'm not sure if concentrate is the
word) you can lower your skill score by increasing your specialization.
So my question is- is firearms 6, light pistol 7, Predator 8 acceptable
being that your skill is still only a 6, or does your skill start at a 6
and then decrease by specializing? We couldn't find anything in SRII to
specify and checking the archtypes was a waste of my time and energy.
Remarkably, this is the only problem that I specificly remember
encountering while running... Maybe I just missed something in the SRII
<shrug>:).

-------------------------------------------------------------------
\ Mike Kinnan (makst44+@****.edu) \
\__________________ It's a sick world and I'm a happy man! %-> \
\Win in you can, \ The true definition of champions: Joe Sakic,\
\Lose if you must,\ Mike Ricci, Patrick Roy, Adam Foote, and the\
\But always cheat!\ remainder of the Colorado Avalanche. \
-------------------------------------------------------------------


If you start with a skill of 6 and then you specialize in predators
you end up with: generl firearms 4, pistols 6, ares predator 8
If your GM allows it for starting characters is his/her business
though.
F.
Message no. 6
From: pbailey@***.ipswichcity.qld.gov.au (Peter Bailey)
Subject: Re: Character generation question
Date: Tue, 23 Jul 96 20:50:33
Hi Mike,

> Hoi! I'm new to the newsgroup and was hoping someone could answer a
> question about character generation. I don't have my SRII book here =
with
> me, so I may be a little vague. The maximum a skill is allowed to st=
art
> at after generation if I remember correctly is a 6. However, with be=
ing
> able to specialize and concentrate (I'm not sure if concentrate is th=
e
> word) you can lower your skill score by increasing your specializatio=
n.
> So my question is- is firearms 6, light pistol 7, Predator 8 acceptab=
le
> being that your skill is still only a 6, or does your skill start at =
a 6
> and then decrease by specializing? We couldn't find anything in SRII=
to
> specify and checking the archtypes was a waste of my time and energy.=

> Remarkably, this is the only problem that I specificly remember
> encountering while running... Maybe I just missed something in the S=
RII
> <shrug>:).

I don't allow anything to exceed 6 during character generation. Of cour=
se
the players have figured this one out, and now take a general skill of =
6,
and as soon as they start to play the character, they immediately take =
the
concentration and specialisation they wanted, but it makes for a lower
powered game. (Which I like)

--

Internet: pbailey@***.com.au Fidonet: 3:640/281.3

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Member Team AMIGA
Message no. 7
From: shadowrn@*********.com (Aethelwulf)
Subject: character generation question
Date: Fri Aug 9 13:15:01 2002
Does anyone out there have any advice to help speed character generation if
the GM is the only one with any of the books? Also, what are opinions of
building characters individually verses trying to do all the characters in
the first session?

Aethelwulf
Message no. 8
From: shadowrn@*********.com (Danyeal De La Luna)
Subject: character generation question
Date: Fri Aug 9 14:05:00 2002
Actually, yes. Have the players create a concept of who and what their
character is. A few paragraphs or a few pages of history and attitudes, the
YOU, the GM, create the characters based on those synopsis. You can even go
as far as not giving the players their character stats and just have them
maintain an inventory and cyber/bio mod sheet. This encourages role-playing
and tends to avoid munchkins. The numbers are only really important to the
GM anyhow, it tends to get in the way of a player acting out a story. Just
a thought.

Lunatec

-----Original Message-----
From: shadowrn-admin@*********.com
[mailto:shadowrn-admin@*********.com]On Behalf Of Aethelwulf
Sent: Friday, August 09, 2002 12:17 PM
To: shadowrn@*********.com
Subject: character generation question


Does anyone out there have any advice to help speed character generation if
the GM is the only one with any of the books? Also, what are opinions of
building characters individually verses trying to do all the characters in
the first session?

Aethelwulf
Message no. 9
From: shadowrn@*********.com (Augustus)
Subject: character generation question
Date: Fri Aug 9 14:20:00 2002
----- Original Message -----
From: "Aethelwulf" <uptoic@***********.net>
To: <shadowrn@*********.com>
Sent: Friday, August 09, 2002 10:17 AM
Subject: character generation question


> Does anyone out there have any advice to help speed character generation
if
> the GM is the only one with any of the books? Also, what are opinions of
> building characters individually verses trying to do all the characters in
> the first session?

You might think about keying the character generation tables (priority, race
modifiers, development costs, pools, etc) into the computer and printing
them out (if no printer or computer handy... can write them out on paper and
photocopy).

There is nothing that can really speed up the process of choosing spells and
gear... but if you keep your books strictly for these uses and not looking
up things like what the racial modifiers for being a troll are... or how
many attributes you get with priority "C", then you should be able to speed
things up a little bit

If your players have computers, you might also looking at downloading some
of the character generation software out there... they can do the
characters up at home and then print it out and bring that along instead

Just thoughts...

Clint
Message no. 10
From: shadowrn@*********.com (Max Noel)
Subject: character generation question
Date: Fri Aug 9 14:45:01 2002
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At 11:17 09/08/2002 -0600, Aethelwulf wrote:

>Does anyone out there have any advice to help speed character generation if
>the GM is the only one with any of the books? Also, what are opinions of
>building characters individually verses trying to do all the characters in
>the first session?
>
>Aethelwulf

Well, my advice would be to print several copies of the priorities
table (or even better, do it my way and memorize it) if using the standard
chargen system, or of the points costs for everything (metahumanity,
resources, magic...) if using the SR3C points system. IMO it can hardly be
considered piracy.
If you use BeCKS (which I highly recommend though it's probably
the slowest chargen system) it's even easier: just have a few printouts of
TSS #15, page 11. It's got everything you need to create your character
(except one thing: karma for knowledge/language skills is equal to 15*INT).

Anyway, I definitely prefer to take my time creating my character
at home. So I can get exactly what I want and come up with my usual 2500+
words background.
Besides, character generation in Shadowrun is a very long process,
especially for chars with high starting resources. Sams are bad (lots of
cyber + guns), mercs a bit worse ("er... you bought the WHOLE Cannon
Companion?"), deckers are outright ugly (cyber + guns + deck + programs)
and riggers are living hell (the Strato-9 is about the only thing that
works well off-the-shelf).
My most recent character, Ice, is a drone/vehicle rigger who also
knows how to fight offline (he uses akimbo Manhunters) AND has a level 3
contact (more or less his wife, who's a techie/demolitions expert who also
likes to pilot helicopters), which basically meant I had to create not one
but TWO characters and do a lot of vehicle customization. I think I chose
the worst combination possible, this char took me one month to finalize
(and I restarted from scratch 3 times).

IMHO, asking a player to create a heavily geared character before
the first session is hard but possible (though he/she definitely won't be a
rigger), but asking two or more to do so is pure madness if you only have
one of each rulebook. In my experience it's only easy to create a char
before the first session if said char has ¥20K or less resources. i.e.
mostly physads and mages.


Just my €0.02,
-- Wild_Cat

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Message no. 11
From: shadowrn@*********.com (Number Ten)
Subject: character generation question
Date: Fri Aug 9 17:10:01 2002
--- Max Noel <maxnoel_fr@*****.fr> wrote:

>In my experience it's only easy to create a char
> before the first session if said char has ¥20K or less resources. i.e.
> mostly physads and mages.

I've just started a campaign with no riggers, no deckers, and Resources
limited to priority D or E. Character generation was surprisingly easy for
all of my players. The thing that takes time is, indeed, gear.

(Yes, in effect, this means that we have a physad, a mage, and a
gadgeteer/street doc type, as well as an NPC rigger and a decker contact to
run Matrix overwatch if necessary. No street sams, no more-metal-than-meat
monsters...I wonder how they'll do as a shadowrunning team.)

--Number 10

====number_10_ox@**********.com

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Message no. 12
From: shadowrn@*********.com (Max Noel)
Subject: character generation question
Date: Fri Aug 9 17:55:06 2002
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At 14:11 09/08/2002 -0700, Number 10 wrote:
>I've just started a campaign with no riggers, no deckers, and Resources
>limited to priority D or E. Character generation was surprisingly easy for
>all of my players. The thing that takes time is, indeed, gear.
>
>(Yes, in effect, this means that we have a physad, a mage, and a
>gadgeteer/street doc type, as well as an NPC rigger and a decker contact to
>run Matrix overwatch if necessary. No street sams, no more-metal-than-meat
>monsters...I wonder how they'll do as a shadowrunning team.)
>
>--Number 10

Sounds interesting. Most people in fact tend to play either
heavily cybered, or magically active characters, which is easily
understandable of course, but...
I've played around with the NSRCG to see what I could come up with
under the following restrictions: no magic (except perhaps edges/flaws) and
essence above 5. I made what seems to be a decent (if not good)
sniper/specops type, and I think I'll use her as my next character. It sure
will be a fun and interesting experiment.
And heck, at least I could build her in 30 minutes. :)


-- Wild_Cat

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Message no. 13
From: shadowrn@*********.com (Damion Milliken)
Subject: character generation question
Date: Sat Aug 10 02:15:05 2002
Danyeal De La Luna writes:

> Actually, yes. Have the players create a concept of who and what their
> character is. A few paragraphs or a few pages of history and attitudes, the
> YOU, the GM, create the characters based on those synopsis. You can even go
> as far as not giving the players their character stats and just have them
> maintain an inventory and cyber/bio mod sheet. This encourages role-playing
> and tends to avoid munchkins. The numbers are only really important to the
> GM anyhow, it tends to get in the way of a player acting out a story. Just
> a thought.

Hey! Great idea! Now why didn't I think of that?

Has anyone every tried anything like this? How did it go? What did the
players think?

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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Message no. 14
From: shadowrn@*********.com (Damion Milliken)
Subject: character generation question
Date: Sat Aug 10 02:15:17 2002
Augustus writes:

> If your players have computers, you might also looking at downloading some
> of the character generation software out there... they can do the
> characters up at home and then print it out and bring that along instead

Watch out for character generators that do not follow the rules, though. And
exspecially watch out for ones that have all manner of gear off the 'net
included in the stuff that's available. I once had a player turn up to a
game with a character created by some downloaded generator, and it had a car
nobody had ever heard of. Upon looking at the stats of this car (costing
some 45,000 nuyen I recall), I realised that it actually wasn't a car at
all. I was some sort of small aircraft (cars don't have stall speeds listed
;-)). The player in question assumed that we'd probably know what it was,
simply because it was in the character generator.

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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Message no. 15
From: shadowrn@*********.com (GreyWolf)
Subject: character generation question
Date: Sat Aug 10 04:25:01 2002
> > Actually, yes. Have the players create a concept of who and what their
> > character is. A few paragraphs or a few pages of history and attitudes,
the
> > YOU, the GM, create the characters based on those synopsis. You can even
go
> > as far as not giving the players their character stats and just have
them
> > maintain an inventory and cyber/bio mod sheet. This encourages
role-playing
> > and tends to avoid munchkins. The numbers are only really important to
the
> > GM anyhow, it tends to get in the way of a player acting out a story.
Just
> > a thought.
>
> Hey! Great idea! Now why didn't I think of that?
>
> Has anyone every tried anything like this? How did it go? What did the
> players think?

The players did not like the idea one bit. They are very entrenched in
munchkinism, or they are paranoid about what they think I might do (what not
min-max'ed?) to their precious characters.

What I have decided to do though - and they will not persuade me otherwise -
is that characters are generated with 118 build points, plus betwee zero and
10 extra's based on my opinion of the character story, 4-6 extra's being the
average range (equiv to a half-decent background). Additionally, they do not
get to choose edges and flaws. I choose those based on a) if they want them
at all, and b) what fits with the background. So if I dont get a character
story, then too bad for them as thats a zero bonus.

I also have a policy that any particular edge (and occasionally flaws too)
can only be held by one player at any one time. This way avoids the "all
characters have X ranks in the 'high pain tolerance' edge type of issues Ive
seen in the past.

I hope this will encourage the players to give me a background so I have
some idea of how they are supposed to be roleplaying. Once someone hands in
a good story and gets a +8 or similar, while the rest languish at 0-3 (as I
am suspecting will happen) they might get the idea that a good background is
a good thing... :)

GreyWolf

ps: better luck with your players.
Message no. 16
From: shadowrn@*********.com (Ice Heart)
Subject: character generation question
Date: Sun Aug 11 14:20:02 2002
>From: Damion Milliken

>Danyeal De La Luna writes:

> > Actually, yes. Have the players create a concept of who and what > >
>their character is. A few paragraphs or a few pages of history and > >
>attitudes, the YOU, the GM, create the characters based on those > >
>synopsis. You can even go as far as not giving the players their > >
>character stats and just have them maintain an inventory and > >
>cyber/bio mod sheet. This encourages role-playing and tends to > >
>avoid munchkins. The numbers are only really important to the > GM anyhow,
>it tends to get in the way of a player acting out a > > story. Just a
>thought.

>Hey! Great idea! Now why didn't I think of that?
>
>Has anyone every tried anything like this? How did it go? What did the
>players think?

I have used this to great effect under numerous game systems. I have all
the characters number's, the player has only the character's description. I
roll all the dice. The only drawback I have found in the system is that the
Gamemaster has to have a VERY good memory. I have my good days and my bad
days in that department. :) The roleplaying that results under this
system is (need a big word here...) PHENOMENAL!!! I cannot stress enough
how much good this will do your game if you and your players can pull it
off. You (the GM) can match numbers to a well written description/backstory
much faster than your players (most likely), and can easily make sure that
the characters are all balanced. That is, you do not have that one
character with nothing but a few monster combat skills who will try to solve
every run with exceedingly unsubtle tactics (a constant problem from one of
my players). Game sessions can almost be transcribed into a novel. I am
not kidding here. Your players, free of the constraint of number crunching,
can really find their character's voice, mentality, and personality. They
tend to converse In Character more, and will try new things because they
have no numbers in front of them to say they cannot. I have seen players
come up with some very innovative solutions to problems because they felt
free to try new ideas. Taking the numbers away from the players makes for
an amazing game. Note: your Munchkins will HATE this approach. They will
fight, whine, and even quit. Let them. The remaining players will have so
much fun they might never ask for numbers or dice again. Especially if you
have the flexibility as a GM to adapt and reward creativity. You may end up
fudging rules or adopting new house rules as you go, but it is driven by the
players, so even if they know, they won't mind. You will need a reliable
system to keep the PC stats in front of you. I take one of my many old DM
screens from Ad&D (1st) and tape large index cards to its entire inner
surface. Each PC gets two cards, one for vitals, the other for notes about
Edges, Flaws, Gear, Contacts etc. This has served me well. This system has
created game sessions that are very very rewarding for all involved. If
your players are willing, give it a try. I hand out a checklist to everyone
a few weeks before the game, and give them a deadline for getting me their
desc/backstory. It looks like this:

1: Include your characters name, and any aliases they have used before. Do
they have a SIN (System Identification Number)? Is it real or is it a
falsified record? Choose carefully, everything has its pros and cons.

2: Include any contacts you want your character to have (two free),
including how you met and the nature of the relatinship currently. You
should also describe any enemies you have made.

3: If your character has any special strengths or weaknesses, be sure and
describe them clearly in the context of your story. I will derive
Edges/Flaws from these. Try not to make your character too extreme. Give
them room to grow.

4: If your character has cyberware, describe why and when they got it. Feel
free to make up brand names for your cyber/bio, as well as describing any
quirks it has. (e.g. a smartlink that takes 1 round to "feel right", or a
Hephaestus Mark-III VCR, or headware memory that comes through like bad deja
vu but has faster load times, or...well...be creative)

5: Describe your character's gear. This can be a short list or a long list.
I will work with you if it looks unreasonable. As with the cyber/bio,
feel free to create brand names and quirks for your gear. An electric blue
Colt Trueshot .45 you've had since your 13th birthday is more interesting
than a heavy pistol. That secure longcoat could easily be an ArmorTec
Executive Edition Longcoat, jet black with emerald green thread work and
chromed buttons. Your shotgun could act up in damp weather, while your
favorite fighting knife could be just a little bit sharper and meaner than
most others of that brand. Again, be creative.

5: Make sure your background covers all the basics of a good character in a
novel. Family info, formative experiences, and so on. Someone with a fear
of fire should have a reason for that fear. If the character has no family,
you should include some info as to why that is.

6: Give me a good physical description of your character. Include any
cyber/bio in this. Unless modified cosmetically, many forms of cyberware
are obvious. If your character has cyvereyes, for example, I need to know
if they look like normal eyes or not. Detail is important.

7: Describe your character's personality. Give me some detail, but leave
room fopr growth. Don't make a character whose personality is so set that
they do not change. Try not to make a character who is not a team player.
If your street samurai hates all shamans, and likes to be by himself with
his gun 22 hours out of each day, he is not likely to join a shadowrunning
team. Your character is going to be part of team in this game. Take that
into account when selecting personality traits and quirks.

This is the sort of thing I hand out to my players. I usually ask them for
two pages minimum. Most of them had a few false starts and had to rework
what they created that first time. In the end, though, all but one of them
was having trouble staying under four pages of good solid character. :)

This post has gone rather longer than I intended, but I'll return to my
original point in closing. Keep the numbers, roll all the dice, let yopur
players focus on roleplpaying...other than the occasional headache in a
pitched battle (it can be a LOT of dice), you will not likely regret it.

Korishinzo
--and it stops munchkins cold!! :D

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Message no. 17
From: shadowrn@*********.com (Aethelwulf)
Subject: character generation question
Date: Wed Aug 14 20:40:01 2002
okay I remember someone mentiond the BeCKS character generation system, I
have seen it in the nsrcg (which now works for me under winxp btw) but I
know nothing about it. could some one referme to a webpage with a document
describing that system of creating characters?

Aethelwulf
Message no. 18
From: shadowrn@*********.com (Adam Jury)
Subject: character generation question
Date: Wed Aug 14 20:50:01 2002
At 07:41 PM 8/14/2002, Aethelwulf wrote:
>okay I remember someone mentiond the BeCKS character generation system, I
>have seen it in the nsrcg (which now works for me under winxp btw) but I
>know nothing about it. could some one referme to a webpage with a document
>describing that system of creating characters?

It's available in Issue #15 of The Shadowrun Supplemental -
http://tss.dumpshock.com/download.html#t15

Best,
Adam
--
| Editor, The Shadowrun Supplemental: http://tss.dumpshock.com |
| adamj@*********.com | http://www.talkinabout.com | UIN: 2350330 |
Message no. 19
From: shadowrn@*********.com (Aethelwulf)
Subject: character generation question
Date: Wed Aug 14 21:15:01 2002
> -----Original Message-----
> From: shadowrn-admin@*********.com
> [mailto:shadowrn-admin@*********.com]On Behalf Of Adam Jury
> Sent: August 14, 2002 6:51 PM
> To: shadowrn@*********.com
> Subject: RE: character generation question
>
>
> At 07:41 PM 8/14/2002, Aethelwulf wrote:
> >okay I remember someone mentiond the BeCKS character generation
> system, I
> >have seen it in the nsrcg (which now works for me under winxp btw) but I
> >know nothing about it. could some one referme to a webpage with
> a document
> >describing that system of creating characters?
>
> It's available in Issue #15 of The Shadowrun Supplemental -
> http://tss.dumpshock.com/download.html#t15
>
> Best,
> Adam

thanks muchly :)

Aethelwulf
Message no. 20
From: shadowrn@*********.com (Lone Eagle)
Subject: character generation question
Date: Thu Aug 15 04:35:01 2002
>From: "Aethelwulf" <uptoic@***********.net>
>okay I remember someone mentiond the BeCKS character generation system, I
>have seen it in the nsrcg (which now works for me under winxp btw) but I
>know nothing about it. could some one referme to a webpage with a document
>describing that system of creating characters?

Published in TSS (The Shadowrun Supplemental) Issue #15. It's a system to
cut down on munchkin style "I'll buy this skill at six rather than this
skill at one because I can buy that for one point of Karma when we start
play."

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