Shadowrun Chronicles - Boston Lockdown

Shadowrun Chronicles - Boston Lockdown

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Racial Metatypes and Backgrounds
By SevenBlueSeven
The current statistics for all choices for character building at the start of the game.
   
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Races
Humans: They have been around the longest and are still the most numerous of all the metatypes. Humans are pretty average in their abilities, but are regarded as luckier than others. 12 Starting Hitpoints, +5% Critical Hit Chance

Orks: Orks look a little like their namesakes from fantasy - and it doesn't help current racial tensions that a lot of Orks try to live up to the example. They tend to have shorter lifespans than humans and are a bit stronger. 18 Starting Hitpoints, +5% Damage, -5% Accuracy.

Elves: Elves are taller and more slender than humans, have pointed ears and are generally very good-looking. They have very long lifespans, and are more nimble than other metatypes. +5% Accuracy, +1 Walk/Sprint Range, +5% Evasion, 9 Starting Hitpoints.

Trolls: Trolls make Orks look pretty ordinary. Their impressive physiques give them bonuses to Health and Damage, but they are a lot easier to hit, so hiding behind cover won't be very effective for Trolls. 21 Starting Hitpoints, +10% Damage, Enemies have 10% more accuracy against you.

Dwarves: Dwarves are shorter and stockier than humans. They are long lived, robust and faced with less prejudice than other metatypes. 15 Starting Hitpoints, +5 Tech Armor, 50% Stun Resistance, -1 Sprint.
Backgrounds
Boring: You are a bland person without any noteworthy characteristics, and no past to speak of. Anyone who knows you would describe you as "average", then shrug and walk away. +25% Stun Resistance - Enemies just kinda of pass you by.

Gearead: You can rig into anything that moves, but you are used to driving, not running. +2 Combatsoft Drone Power, +2 ECMsoft Drone Power, +20% Hacking, -1 Walk Range / -2 Sprint Range.

Dancer: The night clubs were your home since you were old enough to have a Fake ID. Your body knows how to move more instinctively, but the lifestyle left its mark on you. +1 Sprint Range, +10% Harder to be hit, -10% Damage.

Former Wage Slave: You had a promising career with the corp until a rival set you up for a fall. Your pampered life left you with a distaste for combat, but are handy with computers from your days as a corporate drone. +15% Hacking, +15% Lock Picking, -2 Starting Hitpoints.

BTL Addict: You have a habit of chipping in before a run. This isn't exactly helping your health, but the trip provides you with uncanny focus. +5% Critical Hit chance, +5% Tech Armor, +1 Range, +10% Hacking, -3 Starting Hitpoints.

Bear Spirit Mentor: You are attuned to your totem spirit and its characteristics affect you. Bear is powerful and can withstand pain, but is slow. +5 Starting Hitpoints, +2 Spirit Power, -1 Sprint Range, 5% Easier to be hit.

Rat Spirit Mentor: You are attuned to your totem spirit and its characteristics affect you. Rat is a stealthy scavenger, who take what it needs to survive. +1 Mana, +1 Spirit Power, +20% Organ Harvesting, 7% Harder to be hit, -10% Critcal Hit chance, -10% Critical Hit damage.

Snake Spirit Mentor: You are attuned to your totem spirit and its characteristics affect you. Snake is wise and a hoarder of secrets. Snake fights only to protect itself and others. +1 Mana, +5 Physical Armor, +5 Magic Armor, -10% Accuracy.

MIT&T Graduate: You have trained with cuttin edge scientists in the fields of technology and magic. It's practical applications you are still struggling with. +1 Mana, +5 Physical Armor, +5 Tech Armor, +10% Hacking, -10% Accuracy.

Urban Brawler: You were bred for urban brawling: When you did not make the roster, you had to find a new job. Your skill set may be limited, but you can take damage better than anyone. +5 Physical Armor, -1 Mana.

Codeblocked: You are good with most tech stuff, but there are some codes you cannot wrap your head around. +1 Combatsoft Drone Power, +1 ECMsoft Drone Power, +5 Tech Armor, -10% Hacking.

Streetmage: You have never learned magic properly, but you used it to survive on the streets. Trained mages may scoff at your lack of finese, but your talent is indisputable. +1 Mana, +5% Damage, -20% Hacking, -2 Range.

Addicted Doctor: The stress got too be too much, but the clinic had enough meds to cover the shakes and pick you up again in the morning. Then your employer found out. You may not be a fighter, but you know where to hit so that it hurts. +5% Critical Hit chance, +20% Organ Harvesting, -1 Mana, -10% Accuracy.

Wounded Veteran: A nasty wound forced you out of the service. You know how to make people keel over fast, but you walk with a limp. +5% Critical Hit chance, +15% Critical Hit damage, -1 Walk Range, -2 Sprint Range.

Gutter Rat: You survived on scraps, breathing in the toxic fumes and exhaust on the streets. It make you sick, but it also made you mean as well. Mean enough to survive. +5% Damage, +10% Organ Harvesting, 5% harder to be hit, -5 Starting Hitpoints.

Ex-Cop: Kicking in doors for a living got old fast. Especially on your salary. Your new job simply pays better, though you still like to play it safe. +5% Harder to be hit, +10% Lock Picking, +10% Demolish, -2 Range.

Broken Boxer: In the old days, no one threw a punch like you. Then you got older... slower and the kids danced around you. Until you hit them, that is. +5 Starting Hit points, +10% Critical Hit damage, -2 Sprint Range.

Ganger: The street taught you how to fight. It may not be fancy, but it got you here and the others are either bleeding or are dead. +10% Damage, +15% Lock Picking, -5% Accuracy.

Spirit Talker: The ghosts talk to you, they whisper in your ear... so much, that sometimes you get distracted. +2 Spirit Power, -2 Combatsoft Drone Power, -2 ECMsoft Drone Power, 5% easier to be hit.

Bouncer: No one gets in without an invitation, chummer! Maybe your hands are shaking a little from all the hits your head took during brawls, but no one ever got past you. +5 Starting Hitpoints, +5 Physical Armor, +20% Demolish, -3 Range.

Cursed Wagemage: The corporation paid for your magical education and you had a great career in front of you. But when you failed and the curse hit you, they just discarded you like a used tool. +1 Mana, +2 Range, -20% Hacking, -20% Lock Picking.

Codeslinger: Ones and zeroes are a natural language to you. The meatspace is but a nuisance. +10% Damage, +10 Tech Armor, +25% Hacking, -3 Starting Hitpoints, -3 Mana.

Engineer: You love tools and drones and electronic things. You love fiddling with them. Combat? Not so much. +2 Combatsoft Drone Power, +2 ECMsoft Drone Power, +10% Hacking, -10% Damage.

Tribal Youth: When you were a kid, the elders showed you the power of the spirits. The scoffed upon technology, though. +3 Starting Hitpoints, +1 Spirit Power, -2 Combatsoft Drone Power, -2 ECMsoft Drone Power, -25% Hacking.

Ex-Sniper: At some time in your past, you trained as a sniper. You know that any success requires an analytical mind and patience. And sometimes, lying in a puddle of your own urine for two days. The kids these days just don't get that anymore. +3 Range, +10% Critical Hit damage, 10% Easier to get hit.

Human Conduit: You just feel connected to everything around you. Sometimes this is good, sometimes this hurts. +1 Mana, +1 Spirit Power, +1 Combatsoft Drone Power, +1 ECMsoft Drone Power, 5% Easier to get hit.

Lucky: Life was easy for you, things just work out. But relying on your luck has made you a bit lazy. +5 Critical Hit chance, +15% Critical Hit damage. -5% Damage.
1 Comments
rentier7419 14 Mar, 2018 @ 2:27am 
Thx for doing this after the update - cya in the shadows ;P