![]() Ranged Combat ( Very High Damage): Firearms are the most efficient and reliable way to deal a lot of damage, specially using rifles, you only needs to stay under cover and shoots.Quickness ( Resilience): You raise this one because you want to increase Ranged combat or Dodge but it also offers extra possibility to dodge attacks. Low synergy: Biotech, Summoning, Drone Control. Throwing weapons ( High to Very High Damage - AoE, High Control): Decent ability to complement Close combat, the ability to throw grenades for 1 AP is great for any character who is willing to spend karma here (29 Karma).Low Synergy: Ranged Combat, Conjuring, Drone control. High Synergy: Ciberware, Summonig, Spellcasting, Chi Casting, Throwing Weapons. The 2 subabilities adds %crit and special attacks, you may invest in these or you may go for chi focus (Chi Casting), unarmed combat is way weaker than mele weapons (less control, roughly the same damage and inferior special attacks). Close Combat ( High to Very High Damage, High Control): This ability requires a lot of specialization to shine because you needs extra features to perform well (movement, soak damage, extra Aps…) but the ability to move, hit and drain AP at the same time is amazing, it is a very underrated ability.Strengh ( Damage, low Stealth): You raise this one if you go for close combat, throwing weapons or if you wanna field a minigun. And if you focus on the ability, which other abilities mix well and which ones don’t. I also comment what slots the ability will use up (try not to invest heavily in abilities which compete for the same slots). Resilience: This ability increases the endurance of the runner.Theme: The ability help to gain extra insight.Stealth: The ability helps to avoid fights during the runs or to get the most out each map. ![]() Utility: The ability gives extra tools to use during the fights, you modify the battlefield to your favor or you can give buffs to your allies.Control: This ability limits the efficacy of the foes, negating their actions, increasing the cost of the actions, reducing his accuracy….Damage: This ability helps to dish out damage during fights.Let’s stablish the following traits: Damage, Control, Utility, Stealth, Theme, Resilience. ![]() In this section I will comment what we can get from each ability, knowing this is important to plan your character and to know what will be his strengths and weaknesses. If you don't, they will kick your ass the hell out of the team before your incompetence makes them all dead!! (well, they won't, you are the main character after all :P) In shadowrun you play as an specialist who have to have his part done, you must fill one role in the party. ![]() Remember that the AP are limited so if you are shooting you are not casting or rigging, that's other thing to keep in mind being a one trick pony isn’t good but having a broad array of mediocre skills isn’t good either, the virtue is in the middle point. As a shadowrunner you have to bring something unique to the party, being versatile is good, but if you spread your karma between too many abilities you will drag the party down. Now it’s time to fit that concept in the rules, but try not to be too greedy as the game says, a jack of trades is a master of none, and it’s true. I recommend starting always with a mental image of your character, it’s a roleplaying game after all so, what do you wanna be? A heavy cibered sammy? A wizard with powerful mojo? A super-hacka? First of all think off that for a second. ![]()
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