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Inquisitor66

Shadowrun 6th edition

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I was thinking it might be useful to transfer the Archetypes from the rulebook onto proper character record sheets. That should make it easier to play with them, since all the important math will be done in advance. I've attached the Adept to this post. I'll knock out the rest of them over the next week.

The archetypes in the main rulebook are the Physical Adept, Combat Mage, Covert Ops, Decker, Face, Rigger, Street Samurai, Street Shaman, Technomancer, and Weapons Specialist.

I think the Combat Mage, as written, is a bit of an odd duck since she's actually a Shaman and not a Hermetic... In fact, none of the archetypes in the rulebook are Hemetics! I think I might make a generic Former Wage Mage and a generic Mystic Adept to round things out.

 

Remake Adept II.pdf

Edited by Ish
Re-Uploaded with the Adept corrected with proper House Rules

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As I said, I wanted to transcribe the Archetypes from the book onto proper character record sheets for new players and/or drop in players to use. While doing this, it also occured to me that it'd be nice to record the Priority Table allocations used by the various Archetypes... Both to illustrate how they worked for new players and to make it easier for a player who wanted to "tweak" an Archetype into an original character (say swapping the Face from an Orc to a Human) rather than starting from scratch.

Unfortunately, reverse-engineering them might not actually be possible. It seems they were built during the rulebook's design process at a point before other character generation rules got finalized, and they break the rules in a few (mostly minor) ways. For example, the Adept has 4.5 PP worth of powers and just about everybody has too many Skill ranks. So, I'm looking at two options here...

A) Ignore the ways they break the rules and just transcribe them straight-up.

B) Use the real rules and build versions of them that come as close to the Archetypes as possible.

Personally, I lean towards "B," but thought I should ask for feed-back.

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2 hours ago, Ish said:

As I said, I wanted to transcribe the Archetypes from the book onto proper character record sheets for new players and/or drop in players to use. While doing this, it also occured to me that it'd be nice to record the Priority Table allocations used by the various Archetypes... Both to illustrate how they worked for new players and to make it easier for a player who wanted to "tweak" an Archetype into an original character (say swapping the Face from an Orc to a Human) rather than starting from scratch.

Unfortunately, reverse-engineering them might not actually be possible. It seems they were built during the rulebook's design process at a point before other character generation rules got finalized, and they break the rules in a few (mostly minor) ways. For example, the Adept has 4.5 PP worth of powers and just about everybody has too many Skill ranks. So, I'm looking at two options here...

A) Ignore the ways they break the rules and just transcribe them straight-up.

B) Use the real rules and build versions of them that come as close to the Archetypes as possible.

Personally, I lean towards "B," but thought I should ask for feed-back.

Whichever you prefer since you are doing all the work

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Okay, here's the Combat Mage Archetype from the core rulebook, remade to obey all the actual rules of character creation and transferred onto a proper character sheet.

She's mostly the same as original Archetype, the biggest changes being that I specifically call this build a Combat Shaman* instead of Combat Mage (so that people don't mistake her for following the Hermetic tradition), giving her a more sensible** Equipment list, and paring her down to the proper number of Spells. 

 

 

* The book doesn't say if the Archetype is meant to be a Hermetic or a Shaman, but since it's an Orc with a maxed out Charisma score, I just assume it's meant to be a Shaman.

** For a given value of "sensible," I mean, it's a magical mercenary Orc with a battle axe and combat spells...

Archetype Combat Shaman.pdf

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In a nice contrast to the pink-mohawk of the Combat Shaman, we go to the black trenchcoat of the Covert Ops Specialist. 

The Archetype in the book had an obvious cyberhand that not only stood-out like, well, an obvious cyberhand it also hadn't been given the proper enhancements to match his natural Agility. So I dropped that. Hard.  I also rejiggered his Equipment a little bit, tidied up his Skills, and other little bits of book-keeping.  

Archetype Covert Ops.pdf

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The Archetype for the Street Samurai in the core rulebook is a walking tank. He's not terribly great at stealth, he's lousy at social work, and he's extremely weak versus magical threats like illusions or spirits... But he can bench press a motorcycle and is only mildly annoyed when taking a shotgun slug to the chest at point-blank ranges. 

"Some people think they can outsmart me. Maybe... maybe... But, I've yet to meet one that can outsmart bullet!" -- The Heavy, Team Fortress 2

Remake Troll Samurai.pdf

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The Rules of Not Dying Like an Idiot in the Sixth World

1. Watch your back.
2. Shoot straight, conserve ammo.
3. Never, ever, cut a deal with a dragon.
4. Three reloads for your main, minimum.
5. Geek the mage first.
6. Geek the hacker next.
7. Violence is usually an answer, but not always a good answer, and rarely the best answer.
8. There is such thing as overkill, just not when Shedim and/or Insect Spirits are involved.
9. Mourn your teammate later, kill the bastards that killed him now.
10. Always try the mundane answer first.
    10. a) Magic is not the answer to every problem. Magicians who keep their heads shoved up their own astral get geeked. (See Rule 5.)
    10. b) Matrix is not the answer to every problem. Hackers who forget about the meat world get hacked into dead meat. (See Rule 6.)
     10. c) Cyberware is not the answer to every problem. Street Samurai who shoot frist and ask questions never, get shot first. (See Rule 7.)
11. Grenades aren't just for killing. Cover destrution and area denial can be vital.
12. Always have a sidearm. That includes you, Sammy McKatanafist.
13. Save some space in your backpack. You never know.
14. When in doubt, cheat. (in character)
15. Be unpredictable. To your enemies. No one likes a "LOL! Randumb!" jerk on their team.
16. This list is subject to change without notice. Be flexible.
17. If you did it and lived, then you probably did it right.
18. You are who you know. Keep your Contacts happy, healthy, and be prepared for any one (or all) of them to turn on you.
19. Never relax. Your run might be over, but someone, somewhere, is just starting his, and the target could be you.
20. With the exception of Rules 1-3, feel free to disregard any and all rules if they for some reason impede your survival. BE FLEXIBLE.
 

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