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Knowledge skills shadowrun free
Knowledge skills shadowrun free











knowledge skills shadowrun free

Given Sarah's new family's lack of interest and her particular set of skills and knowledge of Salish lands, it wasn't long before she found herself involved in assorted minor criminal schemes - she was soon working with a group of smugglers just to be able to cross back and forth to the Salish lands that she felt were her true home without having the trips hindered and documented by pesky things such as borders.Įarly one winter morning, she was hunting the northern Cascade foothills accompanied only by her two dogs. When she was a teenager, her father was killed by a group of telesma poachers and smugglers, hermetic mages from Seattle that were gathering magically-infused materials without regard to Salish laws or the disruption to the environment that they caused, and she went to live with her mother's (relatively uninterested in taking responsibility for a child) relatives in Seattle. Their small home was just outside of Vancouver, but they spent most of their time in the various wilderness areas he was stationed at or just traveling around making the rounds to ensure that the various tribes in the SSC were following national or local government policies. Sarah Nenemay was raised by her father, a forester for the Salish-Shidhe Council government. I had 2 previous Shadowrun games die pretty quickly with this beeing the main reason.Ĭoncept: Wolf-themed Mystic Adept (Druidic Tradition), specialized in wilderness skills Tag-along players/characters that always need the GM to put them into a situation they can react to are not suitable for this game. That means on one hand you have a lot of freedom, but on the other hand, and I cant stress that enough, it requires players to take initiative. It will often be a open game, leaving you with many options on how you want to achieve the goal.

knowledge skills shadowrun free knowledge skills shadowrun free

One-trick ponies, especially if the one trick is combat, will have problems. Characters are encouraged to have a wider array of skills. The focus will be on detective work as well as developing good plans and then executing them. It will not always be possible, and if a fight does happen, people can die quickly. Avoiding combats is often possible and heavily encouraged. (I know this leads to a few lore inconsistencies using 5E rules and the matrix, but Im gonna ignore that) Many situations will be resolveable with little or no dice rolling. Rules basis would be SR 5E, but I generally like "rules-light" SR-games. Too much background knowledge on those events would NOT be ideal, cause a lot of it is detective type work and if you already know the solutions its boring for everyone. This game follows the events detailed in the Ghost Cartel sourcebook. Since I have a quite specific type of game in mind that I´d like to play, Im checking first if there are enough interested players before anyone creates their character. While I have been playing a few different RPGs recently, I got an itch for some Shadowrun that I am trying to scratch here by GMing this game.













Knowledge skills shadowrun free