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> MUSTbuys, It's the little things
JFixer
post Jan 20 2009, 06:18 PM
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Okay, so you have your gun, your armor, your BPs burned out... what are your other MUST buys for every runner?

CommLink
OS for CommLink
Basic Programs
Lifestyle
Docwagon/Crashcart contract
Fake SIN
Fake Legal SIN (Linked to Lifestyle)

What else goes in the catagory of 'why didn't you buy this at chargen?'?
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InfinityzeN
post Jan 20 2009, 06:25 PM
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I wouldn't list the Docwagon/Crashcart contract as a "Must Buy" item.
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Mr. Unpronouncea...
post Jan 20 2009, 06:42 PM
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In SR4, I would list the tag eraser, though.
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Aaron
post Jan 20 2009, 06:54 PM
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MEDKIT!
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GreyBrother
post Jan 20 2009, 06:55 PM
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The Stuff with which you interface the Commlink. Trodenets and stuff.

Also something to put your vision enhancements in is a must have in my eyes.
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hampfboy
post Jan 20 2009, 07:16 PM
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Smartgun. Always.
Ammunition.
Some kind of vision enhancement (Night Sight goggles, Cyber-Thermographic, something...)
Tags.
Fake license(s).

Well, thats about it...


And, what does "Basic Programs" include ? IMHO Browse, Edit, Analyse (the Triad ^^)
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InfinityzeN
post Jan 20 2009, 07:57 PM
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tag eraser Yes... Medkit Yes... Commlink interfaces Yes... Vision enhancement Yes...

I would add a pair of ear buds loaded with audio enhancements to the list.

Also, sensor RFID Tags and Micro Sensors are cheap and very handy. My players have bought them by the dozen and use them on missions, for home security/site security/personal security, spying, etc. I would suggest you buy them on non-standard freqs.

A survival kit (ration bars, flash light, water purification, etc) is a must have item. Stocking extra ration bars is always a good idea.

A second cheap Commlink that you don't connect to anything and leave in public mode (with your main or implanted one in hidden mode) is very useful. Plus it helps protect delay hacking.
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Browncoatone
post Jan 20 2009, 08:05 PM
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I don't know about anyone else but I like to stash some cash, an extra gun with loaded clips, a fresh set of clothing, and a fake SIN with fake licenses in a bus station locker, safety deposit box, or just an appropriately sized rented mail box in case it really hits the fan. If I've got extra cash at Character Generation I'll usually add a survival kit, a small vehicle (usually just a bike), and medkit to the mix and store it in a small You-Store or other inexpensive yet reasonably secure storage rental place that uses locks that don't have physical keys (electronic keypad is nice- just remember the number!) so if things get really hairy I can split town.
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Kev
post Jan 20 2009, 08:14 PM
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Flashlight and knife. Just because, sometimes, you need to cut something, sending a signal, or light something up. You never know.
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Fix-it
post Jan 20 2009, 08:18 PM
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QUOTE (InfinityzeN @ Jan 20 2009, 12:25 PM) *
I wouldn't list the Docwagon/Crashcart contract as a "Must Buy" item.


they are if you enjoy living.
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masterofm
post Jan 20 2009, 08:30 PM
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-armor
-bio monitors
-r6 medkit
-medkit supplies
-Stimulant patches
-tranq patches
-trauma patch
-skin links for the bio monitor and the trauma patch or stimulant patch
-skin link for smartgun if you decide to use ranged weapons
-Neuro stun grenades
-WP grenades (if you use Arsenal)
-Survival kit
-some metal or plasteel restraints
-ear buds with audio enhancements and a spacial recognizer
-a r6 white noise generator
-a r6 laser mic
-a laser range finder
-a flashlight if you don't have a smartlink
-a few motion sensors
-goggles with vision enhancement r3, with image link, vision mag, low light and flare comp (or a built in smartlink if you chose to go with guns)
-a tool kit (because you will need it at one point)
-a fake SIN
-fake SIN licenses
-tag eraser
-a handful of different RFID tags (stealth, common, ect.)
-trodes
-subvocal mic
-sat link
-comlink w/ an OS
-AR gloves
-printer
-a latex face mask

Generally some form of transportation is also advised. Generally that list of gear is what you need to be an effective Shadowrunner for most any situation. A welder, and a cutting device I would also highly advise in the gear list as well.

Why a crashcart/docwaggon contract is not a good idea. It is very restricted in what it can do. Let me list the cons.

"that can be activated to call for help and then to serve as a homing beacon" - Boo which means when you drop you are broadcasting and people can crack the signal to know that your hurt

"Once a call from a contract-holder is confi rmed, most
DocWagon franchises guarantee arrival of an armed trauma
team in less than ten minutes, or else the immediate medical
care is free. Resuscitation service carries a high premium, as
does High Th reat Response (HTR) service. In the latter case,
the client (or her heir) is expected to pay medical bills up to
and including death compensation for DocWagon employees." - Boo 10 minutes? By then you are probably dead.

"DocWagon will not respond
to calls on extraterritorial government
or corporate property
without permission from the
controlling authority." - Extra amounts of boo. It means that generally when you really need it that is when they can't come and help you.

The contract is quite limited in what it can do, and that is why I don't like them. Having a medic, and a mage with heal on the team can generally do more then a doc wagon can ever do and faster.
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InfinityzeN
post Jan 20 2009, 08:32 PM
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QUOTE (Fix-it @ Jan 20 2009, 03:18 PM) *
they are if you enjoy living.


Actually if you play them acording to the proper rules, they are not worth a lot to runners. In a Corps area? DocWagon won't come get cha without permission from the Corp. Lonestar just blast your ass? DocWagon won't get cha unless the Star leaves your body laying there and walks away.

So really it depends on what area your group normally operates in. If it is out in "no man's land" then fine. If it is mostly in Corp turf, it is mostly worthless.
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Naysayer
post Jan 20 2009, 10:28 PM
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Duct tape.
...
Seriously though, some basic tools, wirecutters, and some climbing gear.
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Magus
post Jan 20 2009, 11:29 PM
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A R6 emotitoy (IMG:style_emoticons/default/nyahnyah.gif) (IMG:style_emoticons/default/nyahnyah.gif)
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InfinityzeN
post Jan 20 2009, 11:38 PM
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QUOTE (Magus @ Jan 20 2009, 06:29 PM) *


I knew someone was going to say this...
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Adarael
post Jan 20 2009, 11:44 PM
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On the subject of DocWagon, don't forget that even if they come and get you, Lone Star will likely just arrest you once you wake up if your ass was found at a crime scene.
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Beetle
post Jan 21 2009, 12:19 AM
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-Body Cavity Escape Kit
-Operations Cleanup Kit
-The standard bevy of imaging equipment and vision enhancements, commlink,fake sins
-Survival Knife
-External Smartlink
-Medkit and medical supply refills
-Nanopaste disguise (large canister)
-Survival Kit
-Couple of ration pouches
-Glass cutter
-Carton of Laes Cigarettes (wonderful for a variety of uses)
-Glowand
-Magemask or three
-Keycard copier
-Autopicker/Passkey
-Plastic Restraints
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Thadeus Bearpaw
post Jan 21 2009, 12:27 AM
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Gecko Gloves

Fake Sin A (linked to your runs)

Fake Sin (for all your legal operating needs)

Commlink

Linguasofts if you lack language skills (if for nothing more than not being furstrated during certain parts of the game)

Form-fitting body armor

Survival Knife

There are certain things that obviously a more particularized character ought have, but every character should have these.
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Method
post Jan 21 2009, 12:55 AM
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- A safe house
- A ditch kit (fake sin, money, clothes, etc in case you need to disappear)
- Some form of transportation (nothing annoys me more as a GM than "professional" runners showing up to a meet on a metro bus.)
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IceKatze
post Jan 21 2009, 01:06 AM
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hi hi

• Micro-transceiver (Commlink)

• Sub-vocal mic

These two items greatly reduce the stress on a GM when the party splits up.
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JFixer
post Jan 21 2009, 08:17 AM
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A R6 Medkit IS the size of a briefcase, yes? How do you get away with everyone carrying a big white plastic case everywhere? You could stick it in a flap-back backpack, and just wear the monitor bracer all the time, but it DOES make the thing a bit visible, ne?
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Heath Robinson
post Jan 21 2009, 08:48 AM
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- Linguasoft in the local accent. If you're from out of town (well, if you sound like it), you stick out and that's bad in your line of work.
- Local Culture & History Knowsofts. See above.
- Gang Knowledge Knowsofts. Totally useful.
- Trid recordings. Gotta have something to watch whilst you're waiting.
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ornot
post Jan 21 2009, 10:09 AM
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Dear lord!

Some of you guys seem to require a hella lot of gear!

Certainly handy, but it's not necessarily all required.

At an absolute minimum, to reasonably take part in a run I'd say;
Commlink and means to use it
Fake SIN
Weapon (if it's your own hands, that's good enough too)
Armour

In all likelyhood there'll be enough cash leftover after buying a weapon and armour etc. for a half dozen small electronic pieces, and the first one I'd pick up would be a tag eraser.

I'm not suggesting that other stuff is not handy, but I certainly wouldn't consider a runner incomplete without a toolkit, first aid kit, disguise kit, b&e kit etc.
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ElFenrir
post Jan 21 2009, 10:33 AM
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What I always get/suggest:

1 good fake ID and solid fake license, as high as you can afford.
Survival Knife(comes with GPS!)
Medkit/Refill
Stim Patch(in case you need to stay awake for a long haul)
Survival Kit
Commlink/OS/the basic programs(the latter of which i tended to forget, thinking only hackers needed them like back then.)
Weapon/Armor of choice
Nice Suit or something to wear to meets. Many forget this. (IMG:style_emoticons/default/wink.gif)

If I can afford it, I also make the ''just in case'' kit. This has a change of clothing, an armor jacket, a gun/couple clips(even for my martial arts/melee doods), a fake ID and license(average level), a survival kit/knife and a medkit.
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InfinityzeN
post Jan 21 2009, 01:45 PM
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The nice suit is very important if your going for a professional image. Of course, if you have high lifestyle (or high esentuals if using RC) then it can be covered by that. My guys bought up lots of pieces from the armored designer suits.
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