Archetypes Shadowrun Returns Guide
Last update: 11 May 2016
The next very important decision is choosing an archetype, which is more formal version of the class. At this point you have two possibilities:
- You can choose one of 6 archetypes and the game will automatically redistribute Karmas Points considering the archetype you chose. You'll get 5 more Points (8 for Human) to freely spent on any skill or attribute.
- Another option is to create your own build, without any archetype - in this case you redistribute Karma Points on your own. You'll get 34 Points (37 for Human) to spent.
The decision is yours. If the particular style of play suits you, for example you prefer using magic during the fight, it would be best to choose a corresponding archetype. But if you prefer a little experiment or create a character with many different skills, the second option is more appropriate.
Street Samurai
Description: Street Samurai is something like modern warrior. This class is perfectly suitable for the first line of fight, whether it is a melee weapon or firearm. It has a high resistance to damage, accuracy (allowing eliminating enemies from a distance) and considerable strength, so they do not fear fighting in close combat). Useful in every team.
Key skills: Body and Strength or Quickness.
Starting skills: Body: 4, Quickness: 3, Strength: 3, Intelligence: 2, Willpower: 2, Charisma: 2.
Key attributes: Close/Range Combat, Throwing Weapons, Dodge.
Starting attributes: Ranged Combat: 1, Dodge: 1, Throwing Weapons: 1.
Favorite weapons: Firearms, Melee, Grenades.
Mage
Description: This is the main magic class with a very wide range of spells. It can weaken enemies and strengthen friends as well as deal damage and heal. It is very powerful archetype, but it might end up quickly on the other side, due to its low body condition.
Key skills: Willpower.
Starting skills: Body: 3, Quickness: 3, Strength: 3, Intelligence: 2, Willpower: 3, Charisma: 2.
Key attributes: Spellcasting.
Starting attributes: Ranged Combat: 1, Spellcasting: 2.
Favorite weapons: Mage spells.
Decker
Description: This is quite specific archetype as it doesn't have too many skills in real world. It shines for it in Matrix - a virtual reality that combines all the technology. Decker is able to enter the Matrix, using the right equipment and special connection points. It is ideal when you need a hacker but not really useful in a real world. It should be combined with Rigger to provide some defense.
Key skills: Intelligence.
Starting skills: Body: 3, Quickness: 3, Strength: 3, Intelligence: 3, Willpower: 2, Charisma: 2.
Key attributes: Decking.
Starting attributes: Close Combat: 1, Throwing Weapons: 1, Decking: 1, ESP Control: 1.
Favorite weapons: Any weapons, grenades.
Shaman
Description: Shaman is second purely magical archetype. In contrast to mage, shaman is more focused on healing and strengthening his companions than dealing damage to enemies. He can use special totems to summon spirits of different animals, producing special effects. He can also use so-called Fetishes to summon Elemental Spirits to help in the fight.
Key skills: Charisma.
Starting skills: Body: 3, Quickness: 3, Strength: 3, Intelligence: 2, Willpower: 2, Charisma: 3.
Key attributes: Summoning, Conjuring.
Starting attributes: Ranged Combat: 1, Spirit Summoning: 1, Spirit Control: 1, Conjuring: 1.
Favorite weapons: Shaman spells, Totems, Fetishes.
Rigger
Description: Rigger is very interesting archetype, using machines in the fight - drones. When he is alone he is one more character with a weapon. But when he got his drone, the fight changes dramatically. Those little robots are like additional companions. Each of them has special abilities, depending on its class. There are purely offensive drones, flying ones or drones which uses smoke to support him. He can cooperate well with Decker's skills.
Key skills: Intelligence.
Starting skills: Body: 3, Quickness: 3, Strength: 3, Intelligence: 3, Willpower: 2, Charisma: 2.
Key attributes: Drone Control
Starting attributes: Ranged Combat: 1, Throwing Weapons: 1, Drone Control: 1, Drone Combat: 1.
Favorite weapons: Drones.
Physical Adept
Description: Physical Adepts are magical warriors who use inner energy to enhance their attacks as well as defense. Theoretically they are combination of a Mage and a Street Samurai. Practically they are warriors focused on melee combat or bare fists. Thanks to Chi energy they can enhance their attacks, immunize to hits and even use minor buffs. It is a good alternative for a Samurai.
Key skills: Body, Strength and Willpower.
Starting skills: Body: 4, Quickness: 2, Strength: 3, Intelligence: 2, Willpower: 3, Charisma: 2.
Key attributes: Chi Casting.
Starting attributes: Dodge: 1, Close Combat: 1, Chi Casting: 1.
Favorite weapons: Melee weapons, fists.