Generation Rules

Requiements
Shadowrun 2nd edition
-Points system 100pts
-min 3 non-combat skills
-Everyone must have a non-combat area of expertise.. aka negotiation, electronics, infiltration(stealth skill or other), espionage(tricked per, decryption, subduction jack, ect…), interrogation, vehicle skills, decking, magical aid(detection spells, sterilize, or similar aids), ect…
Banned
-no “utility push over” the campaign needs flexable characters that can get the job done once “plan B” kicks in, not deckers who can’t find the ass end of an Ares Preadator.
-Hung out to dry(flaw)
-Secret Cyberware(flaw)…i don’y want to have to gen it… just get the cortex bomb
-any flaw that will basically never affect you… aka no sensitive system unless you have a deck, smartlink, VCR, or other simsense use that is important to your character.
Recommendations
-underwater specializations and or aquatic aids via cybergills, water adapted weaponry, ect…(i dig underwater combat)
-zero-g specializations and pilot (yes, space warfare could get involved)

Generation Rules

Runnin' 'til the End Verjigorm