From: | shadowrn@*********.com (Strago) |
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Subject: | Starting characters (was Re: [Alternate Rules] Dice Pools) |
Date: | Wed May 9 18:00:01 2001 |
> <SNIP>
> <SNIP> The other reason would be because most people *don't* have 6+
> willpower and shadowrunners should be similar in that respect.
I used to think this way, as well, until my group also started to play
GURPS (Black Ops, to be exact). Then I realized that shadowrunners AREN'T
most people, especially in my group. I tried to have my starting
characters BE starting shadowrunners, and it really didn't work that well.
Starting shadowrunners don't usually have the resources that starting
characters have, usually. For instance, that poor kid you were talking
about (the one who came from a broken home who stole a lot), where did he
get the money for the cyber that'd give him a high reaction? He'd probably
start somewhere in a gang, and as he got over, if he survived [thereby
increasing his ability to focus on a tough situation (giving him a higher
Intelligence), increasing his ability to interact with others (bringing
his Charisma up above average), and he'd probably move up the ladder and
take charge more (which has a higher Willpower)], he'd start to get the
generic "gang" cyber which would allow him to more easily get more nuyen,
thus better cyber, until he outgrew the gang and went out on his own, met
up with the group, whatever. Same kind of thing with any starting decker,
mage, or rigger.
So, because of this, to me, most starting characters are a cut above
the rest of society. A "normal" person would probably be a 60 to 70 point
character, while (I think this is right) a starting character (according
to the priority system) is something like 132 points.
--
--Strago
All Hail Apathy! Or don't. Whatever. -abortion_engine
Down with the Moral Majority
-Green Day