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Best Practices for Character Creation

In order to play on Runnerhub, all characters must be rules legal for both Shadowrun 5e and the Runnerhub House Rules.

Best Practices are not a requirement for play. They are recommended in order to ensure everyone on the table feels like a solid asset to their team and help everyone have fun chucking dice. Following these best practices will help you:

  • Understand the ramifications of your design choices
  • Maximize your chances of being selected for runs

There are two sides to the best practices. On the one side, a character should be able to add something valuable towards a team’s success. On the other, a character that is capable of handling a job entirely on their own also isn’t much fun for the rest. In addition, this is a team game, so some level of team-based play must be possible. Not following best practices will risk reducing the chances of your character being selected for runs. In some extreme cases, a character might even be denied by our Character Creation Division (CCD).

Well Roundedness

On the hub you will rarely have the same group twice. The closest you'll get is a few of the same people together on some related runs. This is one of the largest difference between a home game and the Hub. As a result, characters need a larger degree of self reliance. The terrifying brute of a troll who can't do anything but murder hobos won’t be certain to have a team that can make up for her weaknesses. The social butterfly face can't rely on having a brain-dead death machine friend to protect him every time the going gets tough. In order to both increase a character’s chances of getting picked, and the enjoyment you will have with it during play - no one finds just sitting around and watching everyone else solve the job fun - we encourage some basic competence in the following skills.

  • Sneaking
  • A way to ‘see’ (Perception, EWAR, Assensing)
  • A combat skill (Automatics, Longarms, or Pistols)
  • Etiquette / Con
  • Computer
  • Disguise

It is very important to be capable of using Sneaking, Seeing, Etiquette/Con and at least one combat skill. Having zero ranks in any of those skills could make you a liability on many of runs. In regards to Etiquette and Con, our House Rules enforce a minimum level of social competence. The listed combat skills assume you are making a non-combat character with no other options during combat (Magic, Hacking, potentially Leadership), and are skills that do not require heavy investment to at least be useful.

Computer and Disguise are good skills to have just one rank in, as they will - if nothing else - allow you to assist others in them for some lovely Teamwork tests, and generally can be quite nice to have available for yourself in tight situations.

Being completely incapable in any section of the game available to your character will make the rest of the runners pick up the slack. This can be a drain on the pacing and enjoyment of the session for everyone, and generally just reduce your chance of being picked as a team has to be built around you.

Negative Qualities

Negative Qualities must have a negative effect on the character and be something GMs can implement into their run. When selecting a quality that requires definition, like Addiction or Allergy, the choice must have a reasonable and mechanical effect. When selecting a quality that requires elaboration, like Prejudiced, the choice must be easily identified and understood.

Taking a negative quality that doesn't seem to affect the character enough or is too difficult for the GM to implement can reduce the chances of getting picked and may simply be denied by CCD at chargen.


  • Addiction [G3 / Long Haul] - These drugs have so low addiction ratings and threshold, that they are practically impossible to get further addicted to.
  • Allergy [Orichalcum / Bees] - In regards to allergies, one has to remember that what is common in our world isn’t necessarily so in the 6th world. Furthermore, as a living community, we do not have any focus on the ‘day-to-day’ life of any characters, but only on the times they are on a run. This means the target also has to be judged based on how likely it is to appear during such.
  • Prejudiced/Favored [Shifters, Technomancers, etc.] - Your character has to be able to tell that they are looking at/interacting with the target of their Prejudice/Favoritism at a glance. Identifying a Shifter as a Shifter is very hard, and telling if someone is a Technomancer is near impossible unless you have Assensing - and even then very hard. These qualities also follow the same guidelines about common/uncommon as Allergy above.
  • Dependent [Parole Officer] - A dependent has to be someone you care about losing. Additionally, a dependent cannot be a Contact, as a Contact is considered to be capable enough to be independent. Even a 1-1 is capable of taking care of themselves.

If your negative quality doesn't fall into the simple and/or easy to understand category, be prepared to either go out of your way to make it a problem for your character or give a concise, in-depth explanation of what it means on your sheet.

Negative Qualities and their implementation are the largest leap of faith required to play on the hub. Most GMs won't know your character inside and out, so it will largely be on you to assist with the tension and drama. Negative Qualities are not free Karma.

Page last modified on August 13, 2018, at 04:57 AM