FFF’s Guide to 6th Edition Shadowrun Characters, Part V: Make Your GM Happy

For the previous post in this series, click here.

I’ve ferociously tapped out a lot of words on the subject of making characters in the sixth edition of Shadowrun, and I truly hope you’ve found them to be valuable. But so far, I’ve only tip-toed around what makes Shadowrun so great–the setting and the characters that inhabit it. In this last post in the series, I’ll talk a bit about the non-stat details of building characters.

It is very easy for the mish-mash of genres that Shadowrun is (not to mention some of the things that inhabit it) to give the impression that this is a gonzo or pulp-style setting. Certainly, you can treat it that way, and I’m not going to tell you your wrong if that’s your preference. But for me (which you’ve probably seen coming if you’ve read more than a handful of my posts), the excitement of Shadowrun (in addition to having some of my favorite things: magic and cyberpunk, in one setting) is the sheer what if? fun that can be had when the setting is approached with verisimilitude in mind.

There are a number of (uncomfortable) parallels that can be drawn between the real world in 2019 and the Shadowrun setting: governments that seem to care less and less about certain types of people, private companies and concerns with far too much power and far too little oversight, racism and divisiveness prevailing over unity and compassion, and an ever-increasing and deepening divide between the ultra-wealthy and everyone else. There’s plenty here to latch onto anchor the believability of a Shadowrun game.

That trolls and orks are the focus of racism rather than members of specific ethnicities or religions is an easy translation (and perhaps a safer space for exploring some of those problems than a strictly real-world equivalent, which can, of course, still be found in the Shadowrun world).

The technology of Shadowrun seems to be a relatively realistic progression of our current technologies, provided that full-immersion VR and DNIs are possible.

Magic and all that goes with it is perhaps the hardest point of verisimilitude, but given our culture’s fascination with “real world plus magic” stories (Harry PotterThe MagiciansThe Umbrella Academy, just to name a few), there’s no reason to suspect this constitutes a special hurdle.

So, creating characters who live and breathe in this world, for whom this is everyday reality, should not be so difficult. And that’s why I’ve titled this post as I have–developed, nuanced and believable characters are a GM’s dream.

It is more narratively interesting, for all involved, I think, for characters to be threatened in ways that are not simply based in the stats of the enemies they must physically confront, or the difficulties of the obstacles in the way of their success. The more interesting challenges are those that force moral questions, require the characters to choose between the lesser of two evils or between self-interest and altruism. The more interesting threats are those that challenge a character’s worldview or that act against those (non-material) things the character holds dear.

While the shadowrun may be at the core of the game, and it can certainly be played such that the overarching world plots and the revelation thereof are the campaign’s focus (this is the way the game line has been developed in many ways), the best drama for me comes from plots in how the characters relate to each other and those around them while living the life of a shadowrunner. When the players take the position that they do runs for money but have character goals (whether or not internal or external) that they have their characters regularly and doggedly pursue, then they have three-dimensional characters who really live into the conceit of the shadowrunner lifestyle.

This height of roleplaying intensity and drama requires both a dedicated GM who can respond and improvise on the spot to player-character driven plot developments and then look forward to incorporate those developments into the overall plot of a campaign and players who are willing to put in the time to develop their characters enough to drive the action of the plot with the psychological needs and global desires their characters have. Since this is a series on building characters (and a not-so-subtle opportunity for me to explain to my own players what I’d like to see from them), it’s that latter part we’re focused on.

To begin, the SR6 rulebook devotes some space (perhaps not as much as I’d really like, but some) to developing a character history and idea before starting with the Priority Table. Previous editions have jumped straight into the mechanics, so this is a step in the right direction and, again in line with the edition’s move in a more narrative direction while not abandoning fully the detail and grit of its (historical) system.

Additionally, the rulebook asks the player to think about how their character feels about (and, by extension to what extent they’re comfortable handling) the darker and seedier sides of the Shadowrun setting. For a setting where prostitution and human trafficking has progressed to forcing sex workers to use personality chips to override their natural personas with personas designed to fulfill the sexual fantasies of their clients (see Bunraku Parlors), this is an absolutely necessary conversation if you’re going to play into both verisimilitude and the grit (and existential horror) of a cyberpunk setting.

I’m sure that there will be comments about “special snowflakes who need trigger warnings” and “catering to social justice warriors,” but people who make those comments are not people I want at my table. As a game, everybody needs to be able to have fun. As an art or literary form, everyone at the table needs to be comfortable enough with the subject matter to engage in it, and forcing discomfort on participants is not a way in which this medium can be successful (though I acknowledge that forcing the observer into a state of reflective discomfort may be a worthy goal of art in general).

GMs should not leave the book to do the heavy lifting on having these conversations–this is a Session 0 concern of importance.

But back to characters. What can the player do to create both a character that is more interesting to play (because s/he/they are more than the sum of their numbers) and that gives the GM more to work with in developing the campaign?

Let’s start with the basics. Your character needs a name, and if you tell me is Dr. Murderhobo McStuffins, you’re dead out of the gate in my game–and in the most embarrassing and ignoble way I can devise. But bring me a believable name–even a strange or exotic one–and you’re on the right path. Give me a street name with a story behind it, even a simple one, and you’re starting to find some favor.

On of the best examples of a really interesting street name comes not from Shadowrun but from Joe Abercrombie’s First Law series. We meet the Named Man called “Shivers” as a hardcase who has it out for Logen Ninefingers, and we find out just what a hardcase he is in his “adventures” with Monza Murcatto in Styria. We assume that his name has an equally hard origin until he reveals that he’s called Shivers because he went to take a piss in a river before his first raid, fell in, was dragged a good ways and came out without his clothes and shivering. That’s how you get a street name!

A good backstory can give your GM great hooks to involve you in stories that go beyond, “you meet Mr. Johnson in a trendy club.” And knowing the life-changing events in your character’s past can give your GM the ability to pull at your character’s (and your) heartstrings, adding drama and interest to the campaign. It can also help your GM to give your character chances to shine in both action and drama.

It’s tempting to think that this requires a long written backstory, and then that you need to give it stylistic treatment. I can assure you that bullet-points that get the gist across will suffice, and that’s something you might realistically spend the time doing (this isn’t a judgment, just a statement of reality; everyone is busy).

Your character’s background can help to reinforce the genre (high tech, low life; systematic oppression and inequality of power and resources; the mysteries of the Awakened world; the constant shadow games and betrayals of the megacorporations; the commoditization of all aspects of life; the descent of the planet’s ecologies as it they are indiscriminately stripped of resources for short-term gain). If your GM has some campaign themes in mind, your character’s background can reinforce these as well.

Ideologies are important, too. Does your character have a faith? Does your character go to mass every Sunday, but spend his time there playing AR or VR games? Bear in mind that you don’t have to be religious yourself to play a religious character; Joss Whedon (who I like to call my favorite atheist theologian) has written or said a lot about his fascination with the narrative of characters of faith, particularly when they’re struggling with that faith. Roleplaying a character of faith doesn’t require an admission of truth in what the character believes, and we could probably all stand a little more empathy with people of faiths that don’t match our own.

Of course, ideology and faith are not necessarily the same thing, though they’ll certainly influence one another. Is your character an anarchist? A collectivist anarchist or and individualist anarchist? Even the punk philosophy has its points of contention; no ideology can be roleplayed with integrity without some nuance to it. And that makes for interest in-game situations–what if your anarchist character is approached to do a run for an anarchist collective, but you don’t agree about end goal or means? That’s interesting.

Everyone alive has goals for their future–the ability to set a future goal and plan for it is an important distinction made between animal and (meta)human intelligence. Even if your character doesn’t think often about what her goals are, she has them. The more important they are and the more conscious she is of them, the more they can be used to drive the plot. Sure, your character is a runner right now, but does she want to save up enough nuyen to eventually open a bar for other runners to hang out and share intel in? Is she looking for that one big score that will allow her to spend the rest of her life on some beach in the Caribbean League? Does she want to kill the Mafia don who she sees as responsible for her sister’s death? Does she want to be known as the best decker in her city? All of these goals might influence both character and plot.

Contacts are a great way to flesh out your character and give the GM hooks as well. How do you know your contacts? Do you like them? Do they like you? Loyalty and liking each other aren’t the same thing.

All those fake SINs I recommended your character have? They all have (fake) personal details attached. You should come up with at least the very basics for each one. Think of driver’s license information: what’s the name on it? how old does it say you are? what does it say your profession is? where does it say you live (general area should suffice)? what does any associated picture look like (clean shaven, long hair, different colored hair)?

The more details you have about who your character is, the more opportunities the GM has to tailor events, situations and plots to involve your character in more than the mere “this is the mission we’re currently playing through.” I want to reiterate here that the focus on character development should not be coming up with a well-written, in character semi-memoir to date or a short story representative of the character. Yes, you can do those things if you have time and will, and they might be helpful. But if you start them and don’t finish, that’s not going to help you and your GM very much. Start with easy stuff: bullet-point descriptions, a small collection of pictures that exemplify aspects of your character, and other small stuff provides plenty to begin with–you can work on your own (and, as necessary, with your GM, to build and add-on details as you go).

One of five-point Edge expenditures allows you to intrude somewhat on the GMs prerogatives and to add a detail to the story–this is a great way to insert something into the plot when you have an idea related to your character details.

Even if you don’t often (or ever) resort to that assertive method, the more you give your GM to work with, the more interesting and custom-tailored he can make your campaign, whether he’s creating it from scratch or using premade adventures.

Don’t skimp on this aspect of character creation, but be efficient, too!

FFF’s Guide to 6th Edition Shadowrun Characters, Part IV: Specific Build Advice

For the previous post in this series, click here.

Mystic Adepts

After being overpowered in the previous edition, mystic adepts have been returned to the role that suits them (and the rest of the rules) best—jacks of (many) trades, masters of none.

If you fall into the trap of trying to match the physical adept on one side or the full mage on the other (or, God forbid, both!), you’re going to spend a lot of time pouring over minute build details and never be satisfied. Don’t do it!

There are a few ways to build very effective mystic adepts, in my opinion, but the focus will always be on flexibility of approach rather than raw power. Right off the bat, don’t spend many resources on combat spells—with a Magic below 6, your damage output isn’t going to be worth the Drain. Stick to old-fashioned (or, more likely, new-fangled) firearms for dealing your damage.

Some sample character ideas:

  • The Stealthy Face – Particularly if you’re able to work with your GM to port over some of the adept abilities from 5th edition (Facial Sculpt, Melanin Control, Etc.) and you focus your spells on the Illusion and Detection categories (again, even more helpful if you’re able to port over the broader range of spells from previous editions), you can build a very solid character with a primary focus on social interaction or stealth and the other role in a secondary position. In my mind, this is the best role for a mystic adept, because good tradecraft is as much about unpredictability of approach and strong improvisational skills as anything else. The mystic adept gives you options, and that’s what a good spy needs.
  • The Arcane Defender – I’m not convinced that the mystic adept is better suited to this role than a full mage or physical adept, but this approach does seem fun to play. Take a specialization in Counterspelling, a high Conjuring skill, the Astral Perception power and other Adept Powers that will help you to bring the pain to enemy spirits.
  • The Asymmetrical Warrior – Again, perhaps not as powerful, straight-up, as a street samurai or physical adept, but if you can play cleverly, you can achieve things that neither of those archetypes can touch. For this approach, I would take only the Sorcery skill of the magical skills, with a specialization in Illusion. Take your spells from the illusion category and focus your Adept powers on combat-related powers. I’m of the opinion that you’re better off enhancing firearms abilities than hand-to-hand ones, but you can do just fine with either (or both, if you don’t mind the long haul of initiation to fully realize your character). Your focus here is on misdirection, ambushes, hit-and-runs and keeping your enemy off-balance. This is a great build if you’re new to a group that already has one or more pure-combat characters, or if you’re starting a new campaign with other players who want to focus their characters on combat—you can tee up a lot of things for them to knock out of the park.
  • The Wheelman – This one’s perhaps a little of a stretch, but follow me here. You use your Adept powers for Increased Reflexes and improving your Reaction and Piloting skill. You choose spells that constitute “dirty tricks” to use against other drivers. As always, you won’t have the raw power of the dedicated Rigger, but a Rigger can’t suddenly blind another driver or throw up a Physical Barrier behind himself!

Physical Adept

There are a lot of ways to build an interesting and effective Physical Adept, particularly once you port over the old adept abilities from SR5 (or wait for the new expansion books to come out). If you’re wondering, it took me less than 2 hours to sufficiently modify the adept powers from the old Street Grimoire to be used with SR6.

When you’re looking at the full gamut of abilities available to adepts, it can be a little daunting. If your GM will let you port over the Adept Ways into SR6 Qualities (also easy to do), then that can help you to think about your build.

The easiest thing to do, though (and which may always be the case), is to think about the two or three roles you want your character to be able to serve in and pick your abilities accordingly. Earlier, I talked about a Face needing some good defensive skills since he’s usually at the forefront of an ambush or sideways negotiation. The PhysAd is a great way to accomplish this, taking some socially-oriented powers (Voice Control, etc.) and supplementing with Mystic Armor and Improved Reflexes.

In modern close-combat doctrine using small-unit tactics, the SOP when confronted by an enemy at hand-to-hand range is not to engage him in hand-to-hand combat if avoidable—it’s to drop out of the way so your teammates can engage the target with their firearms. The PhysAd powers mentioned above take that approach—you’re focusing on surviving and getting out of the way so your supporting team members can fill the air with lead rather than trying to take out the targets single-handedly. You’re likely going to be outnumbered as well as being the primary target; unless you’ve got a mass of Edge ready to go, lay off the heroics.

As a former competitive shooter in tactical pistol, I love the idea of the Gunslinger Adept, especially since the John Wick films give us an excellent idea of what a Gunslinger Adept in action would be. Augmented characters may be able to scrape in more abilities for this role at character creation, but the PhsyAd arguably has more staying power in the long term. The other thing to bear in mind is that the PhysAd’s abilities are harder to detect before they’re used—no cyberware to be detected by a scanner, and abilities that make it possible to kill three men with a pencil. A pencil!

But it’s easy to fall into the belief that PhysAds should all be Wuxia kung-fu masters or action-hero gunslingers. With the full range of adept abilities from previous editions ported in, you can play a natural savant whose intelligence and insight makes him the consummate mastermind for the rest of the team, or many, many other options.

I’ve spent a lot of time on ways to build a PhysAd without a whole lot of practical advice, so let me shift gears a little. There is no reason not to have a Magic of 6 with a Physical Adept. In fact, you should strongly consider spending your Karma for the first level of initiation (11 Karma) and increasing your Magic to 7 from the get-go (35 Karma). That extra point of powers is probably the best expenditure of your “freeform” character creation points.

I recommend the following Priority array for Adepts: A- Skills, B – Attributes, C – Metatype, D – Magic, E – Resources. If you don’t spend any of your Metatype points on “standard” attributes, you still end up with Magic 6 and Edge 5. You’ll be pressed for equipment, but you won’t need augmentations, so the most expensive aspect is out of the way anyhow, and you can focus the rewards from your first few runs on correcting this deficiency with better Fake SINs, more weapons, and a vehicle, if desired. If it works with your Qualities, I highly recommend the Aptitude Positive Quality with this arrangement, for reasons previously discussed.

Magic-Users

The first thing I’ll say about building a Magic-using character is: expect to be frustrated by how much you’ll feel like you need to stretch your character resources. That’s normal and part of the cost of playing a wizkid—full mages and shamans are supposed to be relatively rare, remember.

If you’re going to play an aspected mage, I recommend focusing on Conjuring over Sorcery. My natural inclination (for no discernible reason, mind you) is Sorcery, but Conjuring gives you much more flexibility with how you use your magic and requires fewer starting resources. And, I’ve seen far more memorable things done in-game with conjuration than with sorcery. In my upcoming game, I’ve added additional spell modifications and collapsed spells with multiple versions into a single, modifiable spell to bring Sorcery into better parity with Conjuring, but your GM might not do this.

If you’re playing a full mage, bear in mind that spells are one of the cheapest things to purchase with Karma. I recommend you prioritize your skills, attributes and metatype over your beginning magic rating. Again, with Priority C in metatype and Priority D in Magic, you can still have a full mage with a starting Magic of 6. You’ll only start with 2 spells before spending Karma, but if you devote all of your Karma to additional spells, that’s the best bang-for-your-nuyen you can get for Karma expenditures at character creation and you can still come out with 14 spells. If your GM has ported over spells from previous additions and collapsed spells in the same manner I have, you’ll end up with a lot of flexible mojo options. Even if they haven’t, 14 spells and Conjuring will give you a lot of options.

As your character progresses, Karma will be the thing you need most and, typically at least, Nuyen will be the thing you need least (though you’ll still need a fair amount). You’ll have foci to bond, initiation to…initiate, more spells to buy, etc. In terms of cash, you’ll need to maintain and improve your lodge, buy reagents and pay for your focus habit (whether creating yourself or purchasing).

If you are using the rules-as-written, I would avoid devoting too many resources to Artificing—the rules make it possible to lose Essence on an Artificing test that does not allow the expenditure of Edge! That’s not a risk worth taking for the average magic user and, if taken to be a fact about how magic works in the Sixth World, most Artificers should, statistically speaking, burn out after a while at their profession. That means two things: (1) only aspected magic-users unfortunate enough to only have skill in Enchanting are likely to be Artificers and, (2) under basic economic theory, this rarity and the risk of focus creation means foci should be extremely expensive. But, if using RAW without thinking too hard about the logic behind it, just buy your damn foci and be done with it.

I’m either going to ignore this rule altogether or at least allow Edge expenditure on this test for purposes of avoiding critical glitches. Even then, only high Edge characters should engage in Artificing.

An aside: As it stands, the Karma cost to increase Attributes is the same as it is to increase Skills. I think that this is likely an intentional design decision related to the consolidation of Skills that happened in this edition. Part of me, though, wonders if it is a typo or design mistake. Particularly with Agility being linked to so many different Skills, you’d think the cost to raise it would be higher, though if you make the cost to raise each Attribute different, you open up a whole can of worms in conflict with the design approach of the whole ruleset. It would take some statistical analysis far more complex than I am able (or care) to do to make a real determination of whether the benefits from each Attribute (and the benefits of Attributes compared to Skills) really supports the Karma costs given in the core rules. I imagine that this will be a point of contention for some gamers looking for reasons not to like the new edition (and, if that’s how they feel, I won’t begrudge them sticking to 5th edition, but my gameplay approach finds a lot more desirable in the new edition, thank you very much). Regardless, having made a lot of 6th edition characters in preparation for writing this guide (and because I’m the kind of nerd who finds that to be a fun exercise in and of itself), I don’t see a drastic effect on play from the Karma distribution.

It does mean, however, that you’re generally better off with higher Skills than higher Attributes at character creation, though the many demands for character resources at chargen will not always allow you to take this approach. To get the fullest use of your magical ability, there are four skills you need: Astral, Sorcery, Conjuring and Enchanting. If you’re strapped for points, I recommend dropping or reducing Enchanting first. You’ve probably gathered that I prefer characters (both mine and my players’) to have some basic competency in most aspects of being human (like social skills—I am loathe to play a street samurai with a Charisma of 2 and no social skills, leaving your only option in conflict the most instinctive of human reactions: fight, flight or freeze). So, think about having some points to spend on skills like Con, Influence, Stealth, Athletics or defensive skills as well as your magical skills.

It is harder, though far from impossible, for full mojo-makers to cover beyond their primary role because of the many resources that must be devoted to magical ability. I recommend one of two approaches here: pick one backup role and focus on it or use those character resources available as a backstop, not focusing on excelling in a secondary role but trying to limit your vulnerability when caught in situations outside your forte by having two or three points in a number of non-magical skills. As I mentioned before, specializations can be used to stretch points as necessary.

The Focused Concentration Quality was powerful in the previous edition, as it helped to resist Drain. The 6th edition version, allowing spell maintenance without penalty, is even moreso. It’s not a cheap Quality—technically you could achieve a similar (and actually more powerful but more expensive and less flexible) effect by spending Karma on Level 1 Initiation and taking the Quickening metamagic for one less Karma, but a Sustaining Focus will cost you almost twice as much Karma (between paying for the purchase of it and the Karma to bond it).

You’ve got a lot to spend your Karma on already, but if you can afford a level or two of initiation, I think that’s well worth it.

Riggers and Deckers

I must admit that I don’t build or play these types of characters as often as I do others, so take my thoughts here with a little more suspicion than in the other categories—and accept my apologies that my thoughts are not as deep and detailed as they are elsewhere.

Even more, perhaps, than Street Samurai and other highly-augged characters (and for similar reasons) Riggers and Deckers need a lot of Nuyen to be viable and the “buy once, cry once” axiom especially applies.

My opinion, if you’re running a Decker, is to take Priority A for Resources and buy the best cyberdeck and cyberjack you possibly can, making all other expenditures secondary. Who cares if you have to sleep on the street, VR is comfortable everywhere, amiright? Of course there’s the strong possibility of being shanked for your gear while you’re zoned out, but what’s the cyberpunk lifestyle without a little risk?

You’ll need a fair amount of skills, so that’s the best candidate for Priority B. Priority E, obvs, should be Mundane, with your choice of how you assign C and D. Karma will likely need to be spent on shoring up both Skills and Attributes.

Riggers have it just as tough, or tougher. You may not need a cyberdeck, but you probably still need a cyberjack for its protective qualities, and you’re not a Rigger without a control rig. You’ll need Piloting (duh), Engineering and Electronics, so you’ve already got a few important skills to think about. On the other hand, the Rigger is the character most insulated from other types of interactions, so your need to put lots of points into other skills for contingencies is somewhat reduced. But, if you have a GM like me, who’s read and taken John Wick’s (the 7th Sea John Wick, not the “bang bang” John Wick—unless they’re actually the same person) Play Dirty books to heart and who’s going to make sure you at least occasionally have to deal in meatspace, better to be safe than sorry.

A variety of drones will allow you to fulfill combat roles as well as surveillance and operational security with some ease, and your various viewpoints to the area of operations may put you in a good position to advise and direct team tactics.

Again, you’ll probably need Priority A to go to Resources, with Priority E at Mundane. I’d recommend prioritizing Attributes over Skills on this build for the secondary effects that you’ll get from your Attributes (Initiative, resisting biofeedback, Condition Monitor boxes, etc.)—with the understanding that a lot of your Karma is going to go to shoring up your skills (and some may still go to Resources!).

A few practical notes for your Rigger character:

  1. Your team will expect you to be the driver, so you should probably have a ground vehicle large enough to transport them all.
  2. Your team will expect you to be the mechanic and tech guy/girl for non-Matrix stuff (and maybe even for Matrix stuff!). You’ll have the Engineering skill by default (at least you should), but think about putting resources into kits and facilities as possible.
  3. Your role as driver and drone-manager will often mean your teammates see you as an overall logistics person. You might choose your Contacts accordingly.

Technomancers

This will be short and sweet: I haven’t yet read the 6th edition rules for Technomancers and I haven’t tried to build a Technomancer character yet. Those of you who want to play one are on your own for the time being.

Street Samurai

First, if you’re going to play this kind of character, a true Street Sam, do the character justice. Read some books about Bushido (A Book of Five Rings, Hagakure, etc.), watch Ghost Dog, etc. Don’t play a stereotype of a modern samurai, play a nuanced, believable warrior of the cyberpunk streets who believes that, while the technology and context of warfare has changed somewhat, the morality and ethics of the warrior should not have.

With that out of the way, there are several ways to build Street Sams, and none of them is wrong. You can play a generalist, buying those augs that seem interesting to you and hopefully constructing an augmentation gestalt that is more than its individual parts.

Or, you can specialize. Here, I tend to think of the old D20 Modern classes as a rough guide—you can be Tough, Fast, or Strong. You could focus on Smart or Charismatic, but they don’t so much fall into this category.

There are some augmentations I think are givens (for any augged character, really). Platelet Factories are cheap, both in Essence and Nuyen, and provide what is essentially three points of Body in resisting Physical damage. Second is the Sleep Regulator—this may not have a hugely obvious mechanical effect, but shadowrunners work odd hours and jobs that don’t exactly allow for regular sleep breaks. It’s also cheap in terms of Essence and Nuyen. As a third, I usually recommend cybereyes and cyberears before other augmentations. If your GM understands small-unit tactics and you expect to be up against trained security/law-enforcement/military forces, you should expect to see (and perhaps use) a lot of Stun (i.e. flashbang) grenades, making Damper and Flare-Compensation almost essential.

As a side note, it’s always bugged me that Damper isn’t included in the Audio Enhancements for earbuds and other non-aug audio devices—I’ve added it in as an option for my game.

If you’re going to do much shooting (and, if you’re a Street Sam, odds are good) then a Smartlink, and Vision Magnification are almost essential as well—as are low-light and thermographic vision for target identification. I imagine the spatial recognizer performing much like those red flashes at the corner of your screen when someone off-screen is shooting at you in a video game, giving you cues as to which way to turn to locate an attacking enemy. That’s not its only use, but being able to pinpoint the location of a sniper after he fires a few shots is a tactical gamechanger.

It’s tempting to take cyberlimbs for the “cool” factor; I get that. But I honestly thing they’re too expensive for the return in most cases and should be taken mostly under two circumstances—(1) it makes narrative sense for the character (she lost a limb sometime in the past), or (2) you’re going to install a cyberweapon. Just bear in mind that it’s not always an advantage to have a weapon you can’t leave behind in certain situations. Yes, it may be concealed, but corporations and shadow-actors are typically smart enough to keep scanners. Also, at least in my take on the Shadowrun world, expect for opponents to get Edge against you in high-society social situations if you’re rocking obvious cyberlimbs, you poor SoB who couldn’t afford to make his hand look like normal. I tend to think that there are far better augs before cyberlimbs to give you bang for buck. As a counterargument, though, Kristin Ortega’s cyberarm in the Netflix Altered Carbon is pretty badass. A Sam considering a focus on raw strength should consider muscle enhancers first, but paired cyberlimbs may be a viable option.

If you’re going to focus on close-combat, wired reflexes and other Reaction enhancers are a must. You need to avoid being shot while closing for that katana strike, after all. Other augs should focus on increasing strength and hand-to-hand damage.

Sams focusing on toughness (and I think you get a lot of bang-for-your-buck here, though its not as flashy as other approaches) can take Orthoskin, Bone Density or Bone Lacing enhancements, the Quick Healing Quality, Damage Compensators (and perhaps be a troll—actually, though the super-tough combatant who just refuses to go down is also a sort of metaphorical troll, I suppose).

Sams who want to truly focus on speed above all else are going to spend the majority of their resources (Nuyen and Essence) on the highest end of Wired Reflexes and Reaction Enhancers (compatible while wireless-enabled).

If your Street Samurai is going to be your team’s main combatant, then I would take a more generalist approach to your Skills (and therefore available fighting styles). Based on my experience in both martial arts and firearms training (with no combat experience to speak of, for which I’m thankful), I’m a believer that anyone who is going to carry or use a firearm also needs to be skilled in close-combat (unarmed at least) to deal with in-your-face situations and weapon retention.

If you’ve got multiple combat-focused characters in your team, you may want to think about specializing a little bit. Specialize in pistols and unarmed combat for a sort of John Wick combatant, or think about a focus in long-range weapons for a support-sniper role (which, honestly may be better suited to a non-Street Sam character who won’t need as many augs).

Note that the Specializations under Firearms in SR6 are extremely confused, having edges rougher than a mole that needs a biopsy—what’s the difference between “Rifles” and “Longarms” for instance? I recommend changing the specializations to match weapon types specifically—Pistols, SMGs, Shotguns, Assault Rifles, Semi-Auto Rifles (or something similar). Just check with your GM when choosing specializations here.

You’ll also want to take a thoughtful approach to your arsenal. It’s common for Street Sams to spend a lot of Nuyen on guns (and hand-to-hand weapons), and there’s nothing wrong with that, but do it with a purpose. You can only carry and use so many guns at once, and various permissive/non-permissive environments and run objectives are going to call for different approaches.

One of the main foci (in my mind) is having a set of weapons for covert work and a different set for overt combat. With covert weapons, suppressors are a must and concealment should be a concern. With overt weapons, you want mods that are not compatible with your covert weapons (like gas vent) to increase weapon effectiveness when you can maximize it without having to worry about balancing other concerns. The Ares Light Fire 75 has the best suppressor (at -3 to detection over the usual -2), but the Ares Viper Slivergun is a more powerful pistol with an integrated suppressor for improved concealment. The Ares Predator VI (which now competes with the Savalette Guardian for when you need a pistol that just does work) is an excellent choice for an overt weapon—especially when you add gas vent and a quick-draw holster.

I tend to recommend that you have both covert and overt pistols and one weapon in every other category; when building my own characters I tend to take a suppressed SMG like the HK-227, an overt assault rifle and shotgun (don’t get me started on silencing shotguns) and a covert long rifle.

Don’t forget less-lethal options—particularly if you’re focused on close-combat, your character is going to take point on those “Capture” missions. Tasers, stick-n-shock, the Super-squirt and other options should be considered.

It’s a Shadowrun trope for a Troll to lug around an assault cannon or minigun, but this honestly doesn’t make much sense to me. For one, this is a good way to make sure your opponents send an attack helicopter and a tank to respond to you. Two, collateral damage is a thing, guys. Unless you have a mission that specifically needs a launcher or autocannon, leave it at home.

Also, don’t forget grenades.

Other Characters
This is a very broad category that will include a lot of characters (in some ways, characters who don’t fall into a category above automatically fall into this category), so I’m going to treat it fairly generally.

If you’re not falling into one of the other categories, I recommend you prioritize Skills and Attributes above all else. Set Priority E to mundane and use C and D for Resources and Metatype, depending on how augged you’d like to be. See above under the Street Samurai heading for my personal “must-have augs.” Your mileage may vary.

The best thing about making this kind of character is that it becomes about the character’s background and narrative more than the mechanical or meta-game concerns. This is where you find some of the most interesting characters: those whom circumstances have recently forced into the shadowrunning life and who will struggle to turn their previous experiences into effective skills and knowledge for the professional criminal. Betrayed sararimen, disgruntled Lone Star officers, bored trust-fund kids, people who’ve never known a legitimate SIN and more can all be found in this category; when they’re played well, they’re a joy both to the player and to the GM—they truly fit into the “play to find out” approach of modern narrative games. Desperation and being ground down by oppressive and unjust societal systems is far more cyberpunk than any amount of chrome.

Honestly, the best advice I have for these kinds of characters is just to build them based on who they were before they became a shadowrunner, and have fun turning the narrative details into Attributes, Skills and Qualities. With VR games and instructional options, every character really has an excuse to have any Skill, so don’t be afraid to put some points into those skills that are necessary to shadowrunning at character creation, even if the character has never fired a gun in real life before. But if that’s the case, roleplay through the drama of that first firefight where life is actually on the line—there’s so much good stuff there, and an appreciative GM may throw some Karma your way for adding so much to the story. I sure would.

Conclusion

This post has not covered, and cannot cover, the very many types of characters you could build (which is a feature of the system, not a bug). Thinking back, the Shadowrun character creation system is probably a very large part against my bias against class-based and leveled systems (though I intellectually understand their great value for establishing genre tropes and significantly easing the character creation and leveling systems).

In the next post, we’ll look at the most important part of character creation: the character that isn’t represented by numbers on a page.

 

 

FFF’s Guide to 6th Edition Shadowrun Characters, Part III: General Advice

For the previous post in this series, click here.

Minimum Standards
An established (not necessarily starting) team of shadowrunners ought to make sure every member has at least a minimum competency in a few areas: at least one combat skill for self-defense, some ability in the Stealth skill (with a specialization in Sneaking if you want to go farther with a few points), and some ability in the Biotech skill (with a specialization in First Aid to stretch points). If your GM is going to enforce the rules (on Page 247) that you need the Electronics skill to figure out how to turn the Wireless effects of your gear on and off (I certainly won’t be enforcing it—that’s too important a thing to do to require a skill point for it!), then a character ought to have at least one point in that as well.

Essential Gear
Even the core Shadowrun book has enough equipment in it to make one’s head spin, and purchasing equipment is often the longest phase of character creation. The Sixth Edition is no different.

For new players especially, it’s easy to lose track of (or to never find) a good explanation of what gear is absolutely necessary for a person to function. Here’s what you need:

Fake System Identification Number(s) (SINs)

Every Runner should have at least one fake SIN (System Identification Number). A SIN is required to use public services—like riding the bus—and in nicer parts of town, corporate security or local law enforcement will make a beeline for anyone who doesn’t have a SIN when scanned.

Your runner may have been born with a SIN (which I’d assume her to adequately have distanced herself from aside from tissue matches or fingerprinting, unless the SINner Quality is taken), but remember that anonymity, privacy and security are essential for a runner to survive long enough to make it big.

If you want to carry a gun, drive a car, or not be arrested for having restricted cyberware (or being Awakened), you need to make sure that you have the proper fake licenses attached to your Fake SINs.

The lowest Resources rating on the Priority Chart gives you 8,000¥ (before you spend any Karma). The least expensive Fake SIN (Rating 1 with no licenses) costs 2,500¥ and will stand up to only the most cursory examination (automated public transportation scans, etc.). Plan accordingly.

Commlink

The commlink is your phone, personal digital assistant, tablet and computer all rolled into one. You need to have one to survive in the modern age of the Sixth World. If all you can afford is a cheapie, by all means—but have one.

Lifestyle

Because it’s found earlier in the book and not in the Gear section, it’s easy to forget that you need to have a Lifestyle, which represents your monthly payments for food, shelter and basic services. Under most circumstances, a runner probably wants to maintain a Low Lifestyle—saving money for those things that will keep her alive or for that magical future day when she can retire from the life and live comfortably ever after. Remember, it’s cyberpunk: high tech and low life. But don’t be a Squatter.

If your character is the paranoid type, comes from a background in tradecraft, or has the resources and understanding of the risks of shadowrunning such that he or she would have at least one bolthole somewhere that no-one knows about, purchase multiple Lifestyles. Just remember that they have to be maintained, too.

Image Link, Sound Link and Micro-Transceiver

If your character doesn’t have cybereyes and/or cyberears, you need to shell out for at least a visual device with image link (Rating 1 Contacts with just this feature are 75¥) and an aural device (which automatically has sound link—Rating 1 earbuds are 50¥). You need a micro-transceiver, too. This equipment allows you to keep in constant contact with the rest of your team and to share valuable information. Communication and information sharing can be more valuable than wired reflexes and a Panther assault cannon if you’re clever.

Trauma Patch

Every character should probably carry one of these. They’re expensive (500¥), but necessary in a desperate situation to prevent loss of life. A shadowrunner team is many things, but they’re sometimes a team of covert(-ish) combat operators—and they should think like it. Every soldier carries at a bare minimum an IFAK (individual first aid kit) to treat the commonest types of injuries. A trauma patch isn’t a substitute for all of the devices, materials and life-saving techniques your team should have access to, but it’ll do in a pinch.

The Mechanics of the Build

What follows is my personal advice (along with my personal biases) on creating Shadowrun characters in the Sixth Edition after spending several hours with the character creation system.

What Do You Need to Know?

Before you make a character, you should get a feel for the world of Shadowrun in 2080 (Page 14 on) and the basics of the game mechanics (“Game Concepts” Chapter starting on Page 34). If you’re going to play an Awakened character, I recommend also reading the Magic Chapter (at least the basics, starting on Page 127)

Lay of the Land

For ease of navigation, some “bookmarks” for you:

  • The Description of Attributes is on Page 37
  • The Priority Table is on Page 63
  • The Skills Chapter Starts on Page 92
  • Qualities Begin on Page 66
  • Adept Powers Start on Page 156
  • Spells Start on Page 130
  • Mentor Spirits on Page 162
  • The Gear Listing Starts on Page 244
  • Advancement Costs (for spending Karma) on Page 68
  • Rules for Contacts on Page 66-67

Min/Max

Yes, I complained about the Archetypes being min/max-ed, but there’s actually a distinction here. The Archetypes are min/max-ed as to their final ability ratings and all of that, with very specific foci and almost no character resources spent outside of that focus.

The min/max-ing I’m referring to is in the expenditure of the 50 Karma points you get at character creation. Choose the upgrades that you’ll spend on and allocate your attribute points, skill points, etc. from the Priority Table with that in mind so that you maximize the value you get from that beginning Karma.

An example: Going from Firearm’s 5 to Firearms 6 is worth thirty Karma. Purchasing Electronics at 2 requires 15 Karma. Where should you allocate your Priority-Table-Given Skill Points? To your higher-rated skills, spending Karma to fill in gaps for basic necessities. Likewise with Attribute Point distributions.

As a matter of good gaming etiquette, I’d check with your GM about his or her stance on this behavior. As hard as I intend to be on my players, though, I’m happy to let them have this benefit.

As a side note, the discrepancy/ambiguity created by loose design in the use of Karma points to round things out might be viewed as a problem, and I would agree that it is while I’m looking at Shadowrun from a designer’s perspective. As a practical matter, though, just decide on an approach and keep running.

Specializations Are Your Friends

Specializations are cheap to purchase with Karma. So, don’t use Priority Table Skill Points to buy Specializations unless you really need to spend the Karma elsewhere. That said, use Specializations to push your character resources farther at character generation. Most characters are only going to need Pilot (Ground Vehicle) for instance, or Biotech (First Aid). If your character does not have combat as a primary focus, consider using specializations (say in Pistols and/or Unarmed Combat) to get some basic competency without devoting a lot of Skill Points.

Augmentation: Buy Once, Cry Once

It used to be that you could only purchase base-grade cyberware and bioware at character generation, but this was further back in the timeline; by 2080, apparently, even Delta-grade cyberware isn’t too hard to find.

According to the rules as written, you cannot purchase Illegal gear with an Availability of 7 or higher. Check with your GM to see if they’re going to modify this (frankly, it probably should be). If used as written, at least some of the cyberware you want to get your grubby hands on can be purchased at Delta-grade, or at least Alpha or Beta.

Contrary to the Archetypes in the book, you’re better off buying the best grade of hardware you can reasonably afford rather than dumping in base-grade. Why?

First, the higher the grade of cyberware, the harder it is to detect. That’s definitely to your benefit. As or more important, the higher the grade of cyberware, the less Essence it costs. Yes, you could have more bonuses and benefits if you just pack in basic cyberware and bioware, but you never get more Essence.

You can remove old cyberware and replace it with a higher grade, which will never raise your Essence back to what it was, but will leave a “gap” to be taken up before it drops further.

Example: You’ve got an Essence of .4 after putting in all your (basic-grade) cyber. You’ve scraped together some nuyen and if you want to take on more cyber, you need to make some room, you you’re going to buy a Beta-grade version of something you already have to replace it. The basic version cost you 1 Essence point, so the Beta-version will cost you .7 Essence. Your Essence stays at .4 after the replacement, but your total Essence cost on your Cyber is now 5.3 instead of 5.6, so you have an extra .3 worth of Essence to use up before your Essence drops below .4.

If you follow the example above, you’ve now paid 2.5 times the value of that piece of cyberware (1 time when you first bought it, and another 1.5 times when you bought the Betaware version). That adds up to a massive drain on your character’s lifetime nuyen.

Don’t Skimp on Edge

Edge is central to the new edition of Shadowrun in ways it has never been. You start each session with an amount of Edge equal to your Attribute rating and, if you have more Edge at the end of an encounter than your Attribute, you lose the excess. An Edge of 5 means that you can hold enough Edge at once for an alpha-strike use of the highest level of Edge expenditure when you need the boost.

That doesn’t mean that you need to have an Edge of 5, but I certainly wouldn’t want to run a character with less than 3. If you have to, spend Karma to boost it. Even if you have no points from the Priority Table to allocate to Edge, it would only cost 25 Karma to get it up to 3.

My initial feeling is that Edge is the new Initiative Augmentation in Shadowrun—don’t leave home without it.

Understand Attack Value and Defensive Value

Particularly if you’ve come from a previous version of Shadowrun, there’s a learning curve to grokking how AV and DV work in awarding Edge during a fight. As you pick your weapons, armor and augmentations, pay attention to AV and DV—they are, along with the fundamental overhaul of Edge, the New Big Thing. Choosing between a weapon with a one-point damage bonus and a higher AV is something to carefully consider.

Consider Initiative Augmentations Carefully

It used to be that characters with initiative augmentations vastly outclassed those that didn’t in combat. This is no longer the case—it now takes a Level 3 initiative augmentation to gain a second attack (or second Major Action of any type) in combat, and that’s the most you’ll ever get.

This is a very welcome rebalance, in my opinion, and it makes it worth considering whether you need such an augmentation—despite the change in the rules, these augs remain very expensive in terms of Essence and Nuyen (in Cyber-/Bioware) or Power Points (for Adepts).

The Archetypes have overused initiative augs, with half of them having one, even when the assets spend on those augs would be much better spent elsewhere.

If you look at the NPCs section of the book, you don’t see any initiative augs until Professional Tier 4 and above. My advice is only to consider an initiative aug if your primary role in the group is combat. Even then, I wouldn’t say that wired reflexes or a synaptic booster are a necessary piece of kit.

The Aptitude Quality

The Aptitude Quality, for 12 Karma, lets you start with a skill at Rating 7 (rather than the usual max of 6) and level it up to 10 (instead of 9). This is not necessarily a Quality every player should take for their character, but it does have the potential to save you a lot of Karma (if your GM doesn’t have a problem with this, if you are not committing the sin of overspecialization, and if your end character is adaptable enough to survive long enough that it matters).

It would cost you 35 Karma to raise a skill from 6 to 7. You’ll pay 12 Karma for the Quality, but this still nets you 23 Karma in the long run (not accounting for paying the skill point).

Where this really makes a difference is that you can then have other skills at Rating 6, rather than only being able to have one at Rating 6 and the rest at 5. This opens up a lot (a lot!) of additional potential Karma.

To make real use of this Quality, though, I think you need to take Priority A in skills. If that doesn’t mesh with your character idea, look for more suitable Qualities.

In the next post, look for my advice on specific types of characters.