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= CHAPTER ONE – CHARACTER CREATION = Steps to creating a character for Savage World Shadowrun… * Pick a Meta-Human Type. * Picks an ICONIC Framework from the list below. * Assign Attribute Points (5 points) and Skill Points (15 points). Note all Starting skill levels. * Pick Hindrances - up to one Major and two Minor. Spend them as per SWAE pg. 9 (A character whom applies one Minor Hindrance towards wealth at character creation gains an additional 5,000¥ for starting gear, etc.) * Starts with 5,000¥ to purchase Gear, Cybernetics, etc. Between mission a character must maintain his lifestyle (rent and food) and lose an additional 1d6 x5% ¥ of the characters total cash on hand on miscellaneous events like partying, going out, maintaining contacts, etc. * All Shadowrunners also start with a basic Fake ID (d6) for free (see GEAR) * Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any category – Agency, Corp, Criminal, Magical Societies, etc. These contacts can either be Low-level 'friends for life' (they will go out of their way to aid/help you) or Mid-level friendly, [[File:SR.D5.team4.jpg | 700px]] == METAHUMANS == Note these are only the most common metahuman variants. There are others and can be taken with GM’s permission (and need to be created with the Racial Creation rules). There are also meta-variant humans and minor species but generally rare and should be NPCs.</br> [[File:SR.D5.Heavy.jpg | 300px | left]] '''HUMAN''' </br> The most common metahumanity type of the world making up around 40% of the total population. They are known as being adaptive and often skilled.</br> '''Adaptive''': gain one free Edge. Must still qualify (except for Rank) and start with one Attribute trait at d6 instead of d4 (and maximum starting of a d12+1 with this attribute). Gain one additional Skill points (16 total basic).</br> '''DWARF''' </br> Short and stocky dwarfs and their variants make up about 15% of the overall meta-human population. Often headstrong and tough as nails.</br> '''Infravision''': can see 'heat'. This halves Illumination penalties when attacking warm targets (including invisible beings).</br> '''Resistant to Toxin''': +2 to checks against toxins and poisons.</br> '''Robust''': base Vigor of a d6 and a max starting of a d12+1.</br> '''Squat''': Dwarfs base Pace is 5 with a Run die of a d4.</br> '''Willful''': base Spirits of a d6 and maximum starting of a d12+1</br> '''ELF'''</br> Lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population.</br> '''Allure''': almost all other races find elves to be beautiful. They gain a +1 to Persuasion checks with all races except human supremacists.</br> '''Grace''': base Agility and Smarts of a d6 in each and a max starting of a d12+1 in each.</br> '''Impudent''': Elven are attractive and trend to be treated well by almost everyone, creating a bit of an elitist attitude. Elves have the Quirk (Minor—Mild sense of superior) Hindrance.</br> '''Low-Light Vision''': ignore penalties for Dim and Dark illumination.</br> '''ORK'''</br> Big and tough, orks and their variants make up around 25% of the overall population.</br> '''Bite''': deal Str+d4 damage. See Natural Weapons SWAE pg. 104.</br> '''Low-Light Vision''': ignore penaltdes for Dim and Dark illumination.</br> '''Natural Brawlers''': start with a d4 in the Fighting skill and a maximum starting of a d12+1. </br> '''Outsider''': as Minor Hindrance. Orks suffer a -1 to Persuasion with non-Orks and Trolls.</br> '''Size +1''': and Toughness +1.</br> '''Strong''': base Strength of a d6 and a maximum starting of a d12+1</br> [[File:SR.D5.spell.jpg | 300px | left]]'''TROLL'''</br> Averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.</br> '''Big''': particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. Firerms also have an increased cost of +10% (to have bigger handles and triggers) but melee weapon do not require any increase.</br> '''Clumsy''': -2 to Agility trait test (not linked skills)</br> '''Dermal Plating''': +2 Armor Points that stack with any other armor.</br> '''Horns''' and '''Bite''': deal Str+d4 in melee. See Natural Weapons SWAE pg. 104.</br> '''Infravision''': can see 'heat'. This halves Illumination penalties (including invisible beings).</br> '''Size +3 and Reach''': Toughness +3 and Reach +1.</br> '''Ugly''': as Hindrance. Trolls are pretty universally seen as unattractive.</br> '''Very Strong''': base Strength of a d8 and a maximum starting of a d12+2.</br> '''SOMETHING ELSE?'''</br> The meta-variants above are all built on 5 '''''Positive Racial Abilities''''' (SWADE pg. 18-19 and a maximum of 5 '''''Negative Racial Abilities''''' (SWADE pg. 20). With GM approval if you want to try something else I am semi-open to the idea. The ''Changelings'' have made an appearance and while still uncommon are around in the late 2060s. Ghouls and Shapeshifters also around and might be buildable. ''NOTE that please ask about Super-Powers and cost as for many of these Meta Veariants that is the only way you could build one. And even then some things like Vampires are just to powerful until combined somehow with the ICON framework'' == ICONIC FRAMEWORKS == ICON help define certain archetypes in Shadowrun and to reflect the training and background one gained before entering "the life". The following Attribute and Skill die step increase do not allow one to exceed the standard d12 (can exceed the limit if your Metahuman allows it). '''ADEPT'''</br> This is a magic user whose magic is turned inward, to enhancing their own body.</br> '''Arcane Background (Gifted)''': as Edge.</br> '''Physical''': +1 die step to two physical traits of either Agility, Strength or Vigor (must be different).</br> '''Training''': Focus of a d6.</br> '''Willful''': +1 die step to Spirits attribute.</br> [[File:SR.D5.Bodyguard.jpg | 250px | right]] '''BODYGUARD'''</br> Those whom are paid to protect others, often with their own body's if need be.</br> '''Alertness''': as Edge</br> '''Bodyguard''': as New Edge (Professions)</br> '''Healthy and Physical''': +1 die step to Vigor and another +1 die step to either Agility or Strength</br> '''Training''': +2 Skill points to be used on Athletics and/or Notice</br> '''BOUNTY HUNTER'''</br> Those that make a living hunting down prey, either metahuman or paracritter.</br> '''Bounty Hunter''': as new Edge (Professions)</br> '''Bright and Physical''': +1 die step to Smarts and another +1 die step to either Agility, Strength or Vigor.</br> '''Hunters''': start with either the Streetwise or Woodsman edge.</br> '''Training''': +2 Skill points to be used on Occultism, Research and/or Survival.</br> '''COVERT OP SPECIALIST'''</br> Criminals whom specialize in breaking and entering, security foil experts.</br> '''Agile and Smart''': +1 die step to Agility and Smarts.</br> '''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for Cybernetic gear and/or Covert Operative Gear.</br> '''Thief''': as Edge.</br> '''Training''': +2 Skill points to be used on Stealth or Thievery.</br> '''DECKER'''</br> Cyber-criminals and council cowboy, they specialize in everything to do with the Matrix.</br> '''Bright''': +1 die step to Smarts trait.</br> '''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for cyberdeck and programs.</br> '''Natural Hackers''': gain +1 to Hacking and Thievery skills</br> '''Training''': +4 Skill points to be used on Electronics, Hacking, Repair or Thievery.</br> '''GANGER'''</br> Street gangs are a way of life in the Barrens and many other parts of any urban Motorplex.</br> [[File:SR.D5.OrkGang.jpg | 350px | left]] '''Fleet Footed''' or '''Free Runner''': pick one, as Edge.</br> '''Physical''': +1 die step to any two physical traits of either Agility, Strength or Vigor (must be different from each other).</br> '''Training''': +4 Skill points to be used on Drive, Fighting, Intimidate and/or Shooting.</br> '''FACE'''</br> Social monsters and negotiators, they specialize in finding out things by talking.</br> '''Bright and Willful''': +1 die step to Smarts and Spirits.</br> '''Charisma''': as Edge.</br> '''Face Edge''': gain any one Leadership or Social Edge so long as you meet requirements.</br> '''Training''': +2 Skill points to be used on Intimidate, Persuasion and/or Taunt.</br> '''FORMER COMPANY MAN'''</br> Former trouble shooters for one of the corps, they use to do all the dirty business of their former bosses. Now are often hunted by these former employer.</br> '''Company Background''': start with any one Combat or Social Edge so long as you meet the requirements.</br> '''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.</br> '''Training''': +2 Skill points in Intimidate, Persuasion and/or Shooting.</br> '''Well-Rounded''': add +1 die step to any two Attribute trait that you wish.</br> '''MAGE'''</br> Full hermetic spell caster, learned spells attending classes and reading ebooks.</br> '''Arcane Background (Magic)''': as Edge.</br> '''Bright''': +1 die step to Smarts.</br> '''Power Edges''': gain any two of the following edges for free - Channeling, Concentration, New Powers, Power Points, Rapid Recharge, Soul Drain, Spirit Bond, Spirit Master (new Edges), Stoic (New Edge) or Wizard.</br> '''Training''': Spellcasting d6.</br> '''RIGGER'''</br> Drivers and pilots who can ghost (direct control) specially rigged vehicles.</br> '''Ace''': as Edge.</br> '''Agile and Bright''': +1 die step to Agility and Smarts traits.</br> '''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in Vehicle Control Rig (10,000¥) and the remaining for drones or a vehicle.</br> '''Training''': +2 Skill points in Boating, Driving, Piloting and/or Repair.</br> '''SHAMAN'''</br> Full shamanic caster, learned their magic more naturally or via a mentor spirit.</br> '''Arcane Background (Shaman)''': as Edge.</br> '''Power Edges''': gain any two of the following edges for free - Channeling, Concentration, Mentor Spirit (new Edge), New Powers, Power Points, Rapid Recharge, Soul Drain, Spirit Bond or Spirit Master (new Edges).</br> '''Training''': Faith d6.</br> '''Willful''': +1 step to Spirits attribute.</br> [[File:SR,D5,StreetSam.jpg | 300px | right]] '''STREET SAMURAI'''</br> Street warriors with their own code of honor.</br> '''Combat Edges''': gain any two combat Edge for free. Must still meet requirements (except Rank).</br> '''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.</br> '''Physical''': +1 step to either Agility, Strength or Vigor attribute.</br> '''Training''': +2 Skill points in Athletics, Fighting or Shooting.</br> '''TECHNOMANCER'''</br> A type of mage that can wirelesses connect with the Matrix with just their minds.</br> '''Arcane Background (Technomancer)''': see new Edge (Background).</br> '''Bright''': add +1 die step to Smarts trait.</br> '''Power Edges''': gain any two of the following edges for free – Concentration, New Power, Power Points, Rapid Recharge, Spirit Bond, Spirit Master (new Edges), Stoic (new Edge) or Soul Drain.</br> '''Training''': Hacking d6</br> '''SOMETHING ELSE?'''</br> If you want to make up your own Icon or I did not cover something here, the basics is that you gain 10 build points as Racial/Hindrance paying for boosted Attributes, Edges and Skills. You can have no more the a +1 to any one Attribute, Edges can be higher then Novice but make sure, and Skills. You cannot purchase Racial Positive features without GM approval (and not going to happen without super good reason). == HINDRANCES AND EDGES == DISALLOWED OR RESTRICTED EDGES :Disallowed Edges – Champion, Gadgeter, Mentalist, Holy/Unholy Warrior. :The following are generally NPC only edges – Aristocrat, Fame (Famous), Rich (Filth Rich). Fame (Famous) is restricted to Street Cred for most players. UPDATED EDGES :Brawy does not increase a target's Size. All other benefits are still in effect. NEW and MODIFIED HINDRANCES</br> '''GREMLINS''' (Minor or Major): renamed All Thumbs Hindrance. Minor is just a -1 to any Technology/ Gadget use that requires a roll. Major version is a -2 and as other affects as listed in SWAE.</br> '''MYSTERIOUS CYBERWARE''' (Minor or Major): You have an unknown piece (or pieces) of Cyberware implanted within your body by an unknown source. The Minor version it is just mysterious and the GM might cause you some minor adverse effects every 4-5 game sessions. The Major form counts as 1.0 points of Strain and the GM may cause some adverse effects against player every 1-3 games.</br> '''SINER''' (Minor or Major): the character has a System Identification Number and it is registered with most world governments and corporations. As a Minor Hindrance the character simply has a registered ID and national or corporate citizenship and maybe a day job. As a Major Hindrance the character has a criminal recorded and the local authority agencies have a file on him (along with fingerprints, DNA samples, etc.)</br> '''SQUATTER LIFESTYLE''' (Minor): renamed Poverty. The character is living almost on the street, in a small cubical with poor quality food and hand-me-down or old normal clothing. Characters start with only 2,500¥ (with minor hindrance another 2,500¥ starting gear) and also with two months of Squatter life-style paid in advance (500¥ total).</br> [[File:SR.D5.spirits2.jpg | 325px | left]] NEW AND UPDATED BACKGROUND EDGES</br> '''ARCANE BACKGROUND [ADAPT]''' (Novice, Special): the character has learned the magic of enhancing her own body through mystical powers. See MAGIC </br> '''ARCANE BACKGROUND [MAGE]''' (Novice, Special): this character has learned the Hermetic spellcasting tradition. See MAGIC</br> '''ARCANE BACKGROUND [MENTOR SPIRIT]''' (Novice, Arcane Background): this Edge grants a character a mentor spirit’s bonuses. See Mentor Spirits (in MAGIC)</br> '''ARCANE BACKGROUND [SHAMANIC]''' (Novice, Special): this character has learned the shamanic spellcasting tradition. See MAGIC</br> '''ARCANE BACKGROUND [TECHNOMANCER]''' (Notice, Special): this character can access the Matrix without a comlink or datajack, naturally entering and interacting with that world. They have a natural broadcasting ability and firewall. See Technomancers (see the MATRIX).</br> '''DEDICATE GEAR''' (Notice, cannot have Squatter class lifestyle): This Edge grants the character +20,000¥ but only for certain gear which must be chosen when the character takes this Edge. Persona and Programs (see the MATRIX), Implants (see IMPLANT), Armor and Weapons, Miscellaneous Gear (see GEAR) or Vehicles and Drones (see VEHICLES AND DRONE). You get ½ unspent added to basic gear. This Edge can be taken more than once, but only at character creation.</br> '''FOCUS''' (Novice, Arcane Background): character owns and has bound a magical focus to themselves. After character creation the character must pay for it or steal one first. See Focus (in MAGIC)</br> '''INITIATION''' (Seasoned, Arcane Background): Each time you take this Edge you gain greater understanding of the mysterious of Magic. It grants you an enhancement from the Initiation Abilities (see Initiation in MAGIC). This Edge may only be taken once per rank, starting at Seasoned (ignoring the usual aspect of ‘Born A Hero’).</br> '''MIDDLE CLASS LIFESTYLE''' (Novice, cannot have Squatter Lifestyle): the character has a nice flat with good quality food. The character starts with 15,000¥ (Minor Hindrance add another 15,000¥ starting gear). She is also assumed to have paid for two months of Middle-Lifestyle (10,000¥ total). Finally the character gains an additional +10,000¥ each time she takes the Dedicated Gear edge.</br> '''NATURAL HARDENING''' (Novice): The character's mind will naturally protect itself from Matrix attacks from Black Hammer (and for Technomanchers protect against Grey Hammer). The character has a natural Hardness vs. such attacks equal to 2+ ½ her Spirit die. Add the comlink's Hardness rating as Armor Points to this total when comparing the damage inflicted against the character against these attacks. </br> '''RESONANCE''' (Seasoned, Arcane Background – Technomancer): The Technomancer version of Initiation, the adapt has delved into the depths of the Matrix and has mastered new and strange abilities. This Edge may be taken once per Rank, starting at Seasoned (see Technomancer in the MATRIX).</br> '''UPGRADE''' (Novice): The character can handle more cybernetics and bioware systems. Add +3.0 to his basic Strain score maximum. See IMPLANTS</br> NEW LEADERSHIP EDGES</br> '''BORN LEADER''' (Veteran, Command): If you spend an action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing that you can both see (or know where it is).</br> '''MOVE IT MISTER!''' (Seasoned, Command): You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Run die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)</br> NEW POWER EDGES</br> '''SPIRIT BOND''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprits): as Beast Bond can spend Bennies on summon creatures under your control.</br> '''SPIRIT MASTER''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprites): by spending +2 PP when summoning an Elemental or Spirit or Sprite makes it a Wild Card for the duration of the power. </br> '''STOIC''' (Seasoned, Arcane Background): This character has learned how to regain Power Points back quickly at least once a day. With one minute ritual of full concentration by the character she regains 2d6 Power Points +2 per Rank over Novice (i.e. Seasoned, Veteran, Heroic and Legendary and up to her maximum Power Points). She cannot use this ritual again for 24 hours.</br> NEW PROFESSIONAL EDGES</br> '''BODYGUARD''' (Novice, Vigor d8+, Fighting or Shooting d6+, Notice d8+): trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, must make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful attack, move the bodyguard into the line of fire (moves into the nearest available square) and apply any damage to him instead of the original target. The bodyguard enjoys a +1 to his Toughness base against this damage. This does not count as an action or movement for the Bodyguard’s round.</br> '''BOUNTY HUNTER''' (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. Pick a type of 'targets' that you specialize in. These can include: Sentient Paracritters, Metahumans or Beast. You can make a Occultism (vs. non-meta-human sapient paracritters like dragons and vampires), Research (vs. metahumans) or Survival (vs. animals and non-sentient paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2. You can take this edge up to three times, each time your bonuses apply to a different type of hunted.</br> '''COMBAT ACE''' (Season, Ace, Boating or Drive or Pilot d8+, Shooting d6+): The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.</br> '''CORPORATE ADAPT/MAGE/SHAMAN''' (Novice, Arcane Background – Adapt, Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Street Adapt/Mage/Shaman edge): this adapt or spellcaster (normally a Mage) is use to the ins and outs of corporate lives and has received formal training of his or her magical traditions. Due to how this training uses cybernetic implants, they receive extra training on how to overcome it. They can ignore 1.0 points of Strain penalty when casting their spells. ''Note this has no affect on others casting beneficial spells onto you''</br> '''COVERT OPERATIVE''' (Novice, Thief, Agility d8+, Athletics d8+, Hacking d6+, Stealth d8+, Thievery d6+): Covert Operatives specialize in breaking and entering into places. They gain a +2 to Hacking skill when attempting to bypass a lock or security systems. They also grant a grants a +2 to Stealth rolls to all followers that are within 6” of him (including other Wild Cards).</br> '''CYBER-PSYSHIC ALIGNMENT''' (Notice, Arcane Background - Adapt, Mage or Shaman, Smarts d8+, Spirits d8+, Occultism d6+): The character’s mind and body are aligned strongly enough to allow for them to have up to 1.0 Strain of Cybernetic Strain without adverse effects on the awakened being when casting their powers. This Edge can be combines with '''''Corporate Adapt/Mage/Shaman''''' to allow the caster to ignore 2.00 strain when casting their own spells.</br> [[File:SR.D5.Decker.jpg | 300px | right]] '''DIGITAL COWBOY/GIRL''' (Novice, Hacking d6+, Datajack Imlant): You are an expert in the digital world. While you are using full emersion in the Matrix you gain a bonus +1 to all your Matrix Skills (Browse, Search, Sneak and Trickers) checks and when +2 with the Sleaze and Spoof programs.</br> '''DRONE BOND''' (Novice, Vehicle Rig Control implant): as Beast Bond can spend Bennies on Drones under your control via a VRC.</br> '''DRONE MASTER''' (Novice, Vehicle Rig Control implant): Drones under your control via a VRC count as Wild Cards (note that vehicles under your Direct Control automatically count as Wild Cards also).</br> '''EXPLORER''' (Novice, Notice d8+, Survival d8+): Masters of survival and observation, an explore gains +2 to Survival checks as well as Vigor checks made due to environmental influences. This includes weather, temperature, or atmospheres, but not things like plants or animal poisons.</br> '''GHOST TALKER''' (Seasoned, Arcane Background – Mage or Shaman; Occultism d8+): The character has learned to speak with ghosts and spirits in astral space and gain information that they would normally not share. This grants the spell caster the ability to take a full minute of concentration to ask a question that a local spirits or ghost might know by making a Faith or Spellcasting check. The GM has the final say but most spirits have limited information about their area or a ghost might know how it died (but it might not) and give some basic information of other spirits or metahumans that have passed through the area recently, etc.</br> '''INFILTRATOR''' (Seasoned, Stealth d10+): Infiltrators specialize at entering bypassing guards and security systems. You can re-roll a Stealth check so long as the roll was not a Critical Failure.</br> '''SMOOTH OPERATOR''' (Novice, Smarts d8+, Persuasion d6+): A master of negotiation. Whether they work for a corporation, a government or a crime syndicate, you gain a +2 to Networking checks within such groups (SWA pg. 133).</br> '''SMUGGLER''' (Novice, Stealth d8+, Thievery d8+): Smugglers ply the illegal trade routes, smuggling goods from one hot-spot to another. They gain a +2 to Stealth or Thievery skill checks to hiding items one yourself or on their vehicles. This bonus also applies for their vehicles when trying to avoid detection. Also gain a +1 Repair skill to modifying their own vehicles.</br> '''STREET MAGE/SHAMAN''' (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Corporate Mage/Shaman Edge): these spellcasters learned their art on the means streets of some Metroplex. They are used to the rigors of on the fly spellcasting and can ignore Fatigue penalty to any of your Spellcasting checks (but only spell casting). </br> == CONTACTS == [[File:SavageWorld.Cab Driver.jpg | 250px | left]] In the Shadowrun world, who you know can be just as important as what you know or how good you are. Without knowledge you could walk right into a trap or a situation you are not ready for. Characters gain the basic Contacts either three low-level friendly contacts or three indifferent middle-level contacts. Indifferent contacts are not especially loyal to you and assume they are going to be paid for the information they provide or can be talked into volunteering information they would not normally provide with a bribe. Friendly contacts might grant the information for a discount or free and might even volunteer information that you might need but not know you need. Low level contacts might not know anything very important but would have some and its willing to share it. Middle level know more but mostly focused in their area. Using Contacts requires a Networking check (SWAE pg. 133) and each check takes at least 1d6 hours. For a basic +1 bonus 'Money Talks' bonus costs 1d4 x 50¥. For a +2 bonus instead cost d6 x 200¥. Some examples of low-end Contacts in Shadowrun include… :'''Activist''' – knowledge of what they are passionate about. Tend to be helpful if you have the same goals. :'''Bartender''' – good for local information and happening around the area. Also might spot you cheap drinks. :'''Cab Driver''' - he knows the city well and might known a lot of out of way places/ :'''Chiphead''' or '''Dealer''' – those who use BTL and those who deal in them tend to know what’s happening in their local area. :'''Ganger''' - local thug and/or protector. Knows whats going on locally. :'''Mercenary''' – gun for hire and maybe information of arms. :'''Mobster, low-end''' – Muscles and petty sellers, knowledge about their own crime family and activity. :'''Native''' – someone from the local tribal lands. :'''Other Shadowrunners''' - you know another runner who might be willing to give you aid and/or information. :'''Policlub Member''' – a low-end member of a local policlub might have good knowledge of what the club is focusing on or what’s important to their higher ups and local chapters. :'''Rocker''' – a member of some flash-in-the-pan musical or Smuggler – knowledge about smuggler routes and illegal activities. :'''Street Doc''' – knowledge about medicine. Also good at patching runners up. :'''Street Cop''' – good for criminal information and local street knowledge. Maybe help a fellow out. :'''Talismonger''' – knows about magic and also is a seller of hard to find magical goods. :'''Wageslave''' – good for personal corporate knowledge and often easy to befriend. Some examples of Mid-level Contacts :'''Arms Dealer''' – knowledge about all weapons and military hardware and sells weapons. Tends to have a lot of connections and provide for a wide range of clients. :'''Corporate Manager''' - a moderate level megacorp offical or mid-manager in a smaller corp in change of a project or two depending on the size of the corp. Probably has some good dig on her own corp and her main rivals. :'''Fixer''' – good for getting jobs but also connecting people who need things with through the provide things (be they goods & services, intell, etc). :'''Government Agent''' - a low to mid government agent like with the federal or local government, maybe a FBI field agent or metroplex auditor, etc. Good intel in their field and maybe knows whats going on around them. :'''Mid level Syndincate Boss''' - a low end crimal boss for the Mob or Traid or Yakuza, etc. In charge of a division within the overall crimal organization like Enforcers, Extorsionist, etc. :'''Smuggler''' - smuggles a wide range of goods into and out of the area, prociding both duty free and illegal goods for those willing to pay for it.
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