Jump to content
Sign in to follow this  
caioiwasaki

New Runner Careers

Recommended Posts

Posted (edited)

I've created three new careers as options for players in my campaigns. They are based after Runner's factions from the LCG. A runner may choose one of these set of of skills instead the Runner career listed on the book.

I opted for not include combat skills in any of them as a design option since the original career listed on the book doesn't have any. But you could replace Resilience for Brawl for Anarchs and Cool for Ranged Light for Criminals, since those 2 make sense. Shapers should not have combat skill as careers skills ever.

===============


SHAPERS
To others, Shapers seem like idealistic naifs. They’re not motivated by rage against the corporate injustice that is a daily fact of life for the disenfrancistos. They’re not in it for the money. Many never understand why Shapers do what they do, but it’s not actually very complicated. Shapers are motivated by curiosity and a certain amount of pride, and view their talents as a performing art. A Shaper may orchestrate a data raid as underhanded and destructive as the most frothing Anarch , but their goals are different: the Shaper just wants to see if they can do it before anyone else, do it faster, do it with custom-built tools, with less preparation, etc.. Shapers are also tinkerers and builders, and they push their hardware and software beyond their limits.

Computers (Hacking), Computers (Sysops),  Knowledge (The Net), Skulduggery, Discipline, Mechanics, Perception, Charm



ANARCHS
Anarchs have strong contempt for the corporate oligarchs, the whole corrupt system, and often for society in general. Whatever the exact target of their rage, their unifying characteristic is their anger. At their worst, Anarchs just want to watch the world burn. At their best, Anarchs are tireless champions for the downtrodden and oppressed. In either case, they reject the financial motivation of the Criminal either as selfish or corrupt, and the dalliances of the Shaper as a waste of time. They’re very good at breaking things, spreading viruses, and trashing Corporation assets and programs. Depending on the individual, the collateral damage their activities cause may concern them, or it may not.

Computers (Hacking), Computers (Sysops), Knowledge (The Net), Skulduggery, Streetwise, Resilience, Vigilance, Coercion



CRIMINALS
Criminals are in it for themselves. All runners are technically criminals, at least if you ask the corps, but these runners embrace it. They make self-interest an art form and may not care who gets hurt so long as they get ahead. They have a professional poise that Anarchs lack, but with a more direct purpose to their craft than the Shaper. Many Criminals engage in more traditional forms of crime as well, stealing data and money with equal gusto. Criminals are good at covering their tracks and employing a variety of dirty tricks to attack from an unexpected angle. For the career Criminal runner, no payday is worth unprepared risk, so their approaches to jobs favor caution, measured response, and at least 2-3 escape plans should things go pear-shaped.

Computers (Hacking), Computers (Sysops), Knowledge (The Net), Skulduggery, Cool, Deception, Negotiation, Stealth

Edited by caioiwasaki

Share this post


Link to post
Share on other sites
Posted (edited)

That's an interesting design decision, not having any combat skills. But literally half of each career is the same; I wonder if the other 4 skill differences are enough to make them feel distinct instead of too 'samey'.

Edited by c__beck

Share this post


Link to post
Share on other sites
Posted (edited)

There was a great thread about modifying career skills in the Terrinoth Thread, linked here.

Average Starting Career Skill Distribution: 3 Skills in each of the two "main" characteristics and 1 or in separate characteristics.

Your skill distribution falls within the average of other careers, which is good for balance. While this is an interesting take on porting the Card Game, it does also seem to be limiting the potential for player to make a character their own, as well as providing needed support for the group. The latter is especial true for smaller groups.

I would suggest each of these being a new “base” templates and allow skill substitutions within the average parameters of skill distribution. That way smaller groups can have all their skill bases covered, allowing for more diverse adventures to be run. Additionally, the runner will feel like they are playing someone all their own which will create a better experience for them.

If the campaign is light on physical combat, then allowing someone to substitute out a combat skill for something else useful is great. This is so long as the average skill distribution is followed. However, if this is a more traditional SotB campaign, then don’t understand the skill restrictions you have placed. For example: If a Shaper can spend their first earned 5XP on a talent to make any combat skill a career skill, then why prohibit those same skills at creation?

Also, now I want to make a Shaper whose weapons software is the stuff of legend.

 

Edited by HaphazardNinja

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...