
Technomancer: Resonance, Logic, Willpower - 2+1.Street Sam: Toughness, Strength/Dexterity - 2.Shaman: Magic, Charisma, Willpower - 2+1.Rigger: Logic, Dexterity, Willpower(optional) - 2.5.Mystic Adept: Magic, Willpower, Toughness, Strength/Dexterity - 3+1.Mage: Magic, Willpower, Logic(optional) - 1.5+1.Adept: Magic, Toughness, Strength/Dexterity - 2+1.People may have a natural affinity for one or the other, but experience and training are a more significant indicator of overall talent.īased on this, I assigned the most important attributes:

In any case, things like running fast and shooting weapons are skills that need to be practiced. Though it's true that quickness of small muscle groups and quickness of large muscle groups can be vastly different, I didn't think the realism gained from this distinction was enough to warrant making them into two seperate base attributes. Dexterity is a more precise term for what I'm going for. Dexterity: I combined Agility and Reaction.But a Strength/Toughness distinction means that a Street Sam will have to balance melee, ranged, and defense. Combining these two makes sense, because someone who works out more is probably healthier, too. But I felt it was important for Adepts and Street Sams to be concerned about multiple physical attributes. Strength: I strongly considered combining Strength and Toughness into one attribute.Toughness: A Body stat is important, and I like how this one sounds a bit better.In the world of shadowrun, cyberware is used to account for impaired hearing and vision (If affordable, of course). However, I prefer the keyword "logic," as perception is more of a skill than a natural attribute. Logic: I was intrigued at how Earthdawn rolled logic and perception together, and wanted to do something similar.Willpower: Drain is a major part of how Shadowrun's magic system works.Negotiation is a large part of the game, and charisma is pretty much the only "thing" Faces have. Charisma: Roleplay is important for determining success, but some players are better than others.D&D: Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma.ED4: Dexterity, Toughness, Strength, Perception, Willpower, Charisma.SR5: Strength, Body, Agility, Reaction, Intuition, Willpower, Logic, Charisma, Magic/Resonance, Edge.I looked to a few of these sources for insight: I tried to keep the attributes loose, since usually things like Willpower and Logic go together anyways.Ĭhoosing the attributes is important- I wanted to slim things down a bit. Sprites, Foundation things, Decker things Ranged, Melee, Weapon types, Accuracy/Power/Speed, Stealth

Spirit types, Mentor spirit types, Usually some mage things Utility, Reconnaissance, Combat (Crowd control, single target) Utility, Support, Combat (Crowd control, single target) Wireless, Wired, Counter-hacker, Data manipulation I probably missed more than a few- after all, most people dabble a little into things that are "face" or "street sam" territory if they have the spare skill points. Then, I thought about the different "dials" used to tweak the archetypes. So, instead think about the different attributes that are most important for these archetypes. And an archetype isn't actually codified, like classes in DND and disciplines in Earthdawn. The first thing you think of when making a character is probably the archetype. If you want to skip the errata, CTRL+F on 'guts' Really, just take this stream of consciousdrek any way you want, maybe a look at how I view games so that I can game, but you might game your game with a different game. Just a look at balancing and simplifying the current system. What the hell's your problem with SR now, Wiz? I gotta throw my drafts somewhere, and if I put it in a google doc, the formatting gets messed up. If you see a weird name at the top and MathemagicWiz all over the history, it means the Wiz ain't too proud of what's in it omae. What in the drek-headed naming convention.
