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> Starting Gear, Best buys, favorite items & gear packages.
The Mack
post Apr 7 2009, 05:03 PM
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I was curious what others like to do for starting gear.

Do you have certain favorites that you buy regardless of archtype? Or items you think are "must haves" for a particular archtype?

Are there any items you think are the best buys, the ones that find the sweet spot between function and value?


Or maybe we can take it a step further and design "gear packages", best buys at different BP brackets. 15 BP, 20 BP, 25 BP, etc.

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Poison Shadow
post Apr 7 2009, 05:13 PM
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Eye recording unit. I've yet to make a shadawrunner without one.
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DrZaius
post Apr 7 2009, 05:18 PM
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Just off the top of my head...

Rating 4 fake SIN: I think that's the highest you can get at Chargen within the standard rules.
Meta-link Commlink with Vector Xim OS: a fake throw-away commlink, for my fake ID. I also purchase a real commlink, which most of the time I would have off or in hidden mode.
Lined Coat: closest I can get to the Secure Longcoat of SR3.
Subvocal Microphone: pretty standard.
Trauma Patch: Comes in handy.

After that, guns, clothes, lifestyle, transport. Sometimes I buy a bunch of utility gear, sometimes I don't, depending on how lazy I'm feeling.

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The Mack
post Apr 7 2009, 05:41 PM
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QUOTE (DrZaius @ Apr 8 2009, 02:18 AM) *
Just off the top of my head...

Rating 4 fake SIN: I think that's the highest you can get at Chargen within the standard rules.


I think it's RTGx4 for availability actually. So RTG 3 SIN.



I'll add one myself.

Contacts with Image Link, Smartgun and either flare comp or vision magnification.

I usually go for vision magnification.
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Professeur
post Apr 7 2009, 06:20 PM
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Vision enhancement > Vision magnification
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DWC
post Apr 7 2009, 06:26 PM
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QUOTE (The Mack @ Apr 7 2009, 12:41 PM) *
I think it's RTGx4 for availability actually. So RTG 3 SIN.


It was, originally. Shortly after the 1st printing, it was erratta'd to Rating*3, allowing you to start with an R4 fake SIN.
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The Mack
post Apr 7 2009, 06:37 PM
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QUOTE (Professeur @ Apr 8 2009, 03:20 AM) *
Vision enhancement > Vision magnification



1) If you're going to post in the thread at least contribute to the theme of it.

2) Vision Enhancement is +4 availability. Contacts start at base 6, and smartgun is +4 as well. Leaving only enough for a +2 enhancement, which Vision Magnification conviniently is. Image Link adds none, and the whole package works out to exactly 12 for availability.



That being said, Vision Enhancement I usually grab on a pair of glasses or goggles along with Thermographic Vision and Flare Compensation.



QUOTE (DWC)
It was, originally. Shortly after the 1st printing, it was erratta'd to Rating*3, allowing you to start with an R4 fake SIN.


Haven't read the errata in a while, thanks for the tip.
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Professeur
post Apr 7 2009, 06:51 PM
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QUOTE (The Mack @ Apr 7 2009, 01:37 PM) *
1) If you're going to post in the thread at least contribute to the theme of it.

2) Vision Enhancement is +4 availability. Contacts start at base 6, and smartgun is +4 as well. Leaving only enough for a +2 enhancement, which Vision Magnification conviniently is. Image Link adds none, and the whole package works out to exactly 12 for availability.



That being said, Vision Enhancement I usually grab on a pair of glasses or goggles along with Thermographic Vision and Flare Compensation.


1) That was my intention, didn't mean to come out as snide or whatever. I just feel like Vision enhancement is much more useful in the games I usually play.

2) Good point, I didn't think about the "contacts" part of the deal, although I tend to get cybereyes if I really want to have Smartlink all the time (unless my character is awakened or emerged, I always get cybereyes). With contacts I'll usually go with Vision enhancement 3 and Flare Comp, and then grab a pair of glasses and fit in the Magnification, Smartlink and usually Low-Light. Often skip magnification altogether.

I also never leave home without the survival knife. GPS, lighter, micro-smuggling compartment, "several accessories" and a glow-in-the-dark blade ? I want it !

Autopicker. RIFD Tag eraser. Restraints can also be useful, but this is the kind of item you usually think about when you need it and don't have it...
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The Mack
post Apr 7 2009, 06:59 PM
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QUOTE (Professeur @ Apr 8 2009, 03:51 AM) *
1) That was my intention, didn't mean to come out as snide or whatever. I just feel like Vision enhancement is much more useful in the games I usually play.


No worries.

I usually end up with both Vision & Auditory enhancements myself as well.


QUOTE (Professeur @ Apr 8 2009, 03:51 AM) *
2) Good point, I didn't think about the "contacts" part of the deal, although I tend to get cybereyes if I really want to have Smartlink all the time (unless my character is awakened or emerged, I always get cybereyes). With contacts I'll usually go with Vision enhancement 3 and Flare Comp, and then grab a pair of glasses and fit in the Magnification, Smartlink and usually Low-Light. Often skip magnification altogether.


I play mages a lot so Vision mag does quite a bit for LoS.


QUOTE (Professeur @ Apr 8 2009, 03:51 AM) *
I also never leave home without the survival knife. GPS, lighter, micro-smuggling compartment, "several accessories" and a glow-in-the-dark blade ? I want it !


Yeah, I'm a big fan of the survival knife myself.
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suppenhuhn
post Apr 7 2009, 07:08 PM
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For burned out mages definitely cybereyes, skillwires and some muscle upgrades. (though this is a pretty rare archetype (IMG:style_emoticons/default/cyber.gif) )
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InfinityzeN
post Apr 7 2009, 07:52 PM
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It's rating x3 under the newest erreta.

Contacts (R: 3) w/ Image Link, Flare comp & Vision Enhance (wear everywhere)
Glasses (R: 4) w/ Lowlight, Thermo, Smartgun & Vision Mag (wear outside/combat)
Ear Buds w/ Enhanced, Dampers, & Select Sound Filter
Public & Private Commlink (keep them totally seperate)
FFBA (pure cheese)
One or two of all four of the main patches (you never know)
Good folding or spring knife (sometimes you have to cut things)
Vibro Axe with chromed skull, blinged to the max (ok, not really)
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paws2sky
post Apr 7 2009, 08:11 PM
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QUOTE (suppenhuhn @ Apr 7 2009, 02:08 PM) *
For burned out mages definitely cybereyes, skillwires and some muscle upgrades. (though this is a pretty rare archetype (IMG:style_emoticons/default/cyber.gif) )


Tell me about it. My never ending pet project is to make a truly great burned-out mage for SR4. (IMG:style_emoticons/default/cyber.gif)

Anyway...

My short must of must-haves (for a dedicated professional 'runner, mind you):
  • Fake SIN: This is your main identity for when you're working. Ideally, you'll have all the necessary licenses and permits for your gear. Get the best rating possible.
  • Fake SIN: If you can afford it, a second Fake SIN should be used for lifestyle and non-work related purposes.
  • Concealable Pistol: choose a Taser, Hold-Out, or Light Pistol with concealable holster. Preferred non-lethal rounds include Capsulize Pepper Punch or Stick-N-Shock. Even if you can't use a Pistol, consider carrying one for show.
  • Backup Weapon: Knives, survival knives, and extending clubs are good choices. Ideally, it should be something legal that you'll get minimal hassle for.
  • Working Commlink: This commlink is used only for work and is typically kept in hidden mode. Load it up with your essential work-related programs. If you can afford it, get an agent or some IC.
  • Decoy Link: Because you're goign to need something to broadcast with in public, secure areas, you should cosider a Decoy Link. A Disposable Commlink or a Metalink with Vector Xim OS are the most cost effective options. General switch it out as often as you can afford to. This should be associated with your "working" identity.
  • Private Link: If you have a dedicated SIN for paying bills and such, or you're are incredibly paranoid, you need a third comllink. Any low-end or middle-of-the-road model should suffice. Use this for your public profile, the SIN you use to pay your rent and stuff. Never take it with you on a job.
  • Programs: Beyond the common use programs, which you should consider investing in eventually, there are a few hacker programs worth dropping some green on. Chief among them are Stealth, ECCM, and Decrypt, all of which can be useful. Data Bomb, Armor, and Biofeedback Filters are also good choices. Leave the other combat programs to the hackers unless you know what you're doing.
  • Personal Electronics: Assuming you don't have implants to cover the following, consider this setup:
    • Contacts (3) with Image Link, Smartlink, Vision Magnification
    • Glasses or Goggles (3) with Low-Light (or Thermographic, if you have natural Low-Light), Flare Compensation, and Vision Enhancement (3)
    • Earbuds (2) with Audio Enhancement (3) and Spatial Recognizer
  • Body Armor: Buy armor that is optimized for your Body score and that you can get away with wearing to as many places as possible. Armor Vests, Auctioneer Business Clothes, and fancier outfits like the Steampunk line are ideal.
  • Tools of the Trade: If you have specialized skills, such as mechanical skills, you should consider investing in the tools to use your skills. Sounds silly, but I've seen more than a few folks needing to bum tools to do their work.
  • Personal Vehicle: Even if you don't drive much, invest in some kind of personal vehicle if you can afford it. Nothing is more embarrassing than being late to a meet because the crosstown shuttle got caught in a traffic snarl.
  • Certified Credsticks: Get a bundle of these if you can. They're still used just about everywhere and are virtually untraceable, making them ideal for bribes. Some higher-end establishments might give you a raised eyebrow, but legal cred is legal cred.
  • Medical Supplies: Medkit (6), Biomonitor, and assorted slap patches. You never know when you might need them.


And if that's not enough, the ultra-paranoid should consider an "Oh Shit Kit" for when everything goes to Hell and you need to skip town, now. Your emergency kit should include, at a minimum:
  • Fake SIN: Clean and never used.
  • Commlink and Accessories: Clean and never used. Load it up with legal programs. Skip the hacker stuff unless you have the licenses to back them up.
  • Legal Weapons: Taser and knife or extending baton are good choices. You may have to check them at the door of some establishments, but no one should give you too much heat for them.
  • Nuyen: Ideally, you'll have a mix of online account (associated with your clean SIN) and certified credsticks.
  • Disguise Kit: Latex Facemask or Nanopaste Disguise, take your pick.
  • Plane Ticket and Passport: Either an "open" flight reservation, arrangements for a charter service, or an agent ready to book the first available flight out of town. Get a passport (legit, if possible) to help smooth your exit.
  • Medical Supplies: Medkit (6), Biomonitor, and assorted slap patches. When you're on the run, you definitely need to have medical supplies on hand, especially if you might have taken a bullet.
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BlueMax
post Apr 7 2009, 08:22 PM
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Flash-pak.

Add it to any of the lists above.
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Poison Shadow
post Apr 7 2009, 08:25 PM
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I love Paws' "oh shit kit" I need to make me one of those now.
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crash2029
post Apr 7 2009, 09:24 PM
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My almost universal gear:

fake SIN-natch
fake licenses-concealed carry, private investigator
microwelder-the uses boggle the mind
pocket flashlight-do I really need an explanation?
flash-pak-instant distraction
wire clippers-again, obvious
autopicker-alot cheaper than lockpicking skill
armor vest-good protection, great concealability
camou suit w/armor helmet-suit is dark blue, add combat boots and velcro patches and viola instant professional-looking entry gear
grapple gun-because I watch too much Batman and Kim Possible
medkit-natch
vehicle-natch
GPS
handcuffs
zipcuffs
skinlink
electronic paper
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Method
post Apr 7 2009, 11:46 PM
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I would agree with most the paranoia...er... I mean ideas listed above.

If you can afford it, I would also pay for a safehouse and/or a cheep car you can park in the long term parking at any local airport. You load your bug out bag and other contigency gear therein, set up the commlink to autopay the rent or parking fees and only go back once in a blue moon to make sure your stuff is okay. If you are so inclined visit the place on the astral so no one knows you've been (unless of coarse they are watching the astral).

Also, any good throw away SIN should have a pistol permit and a clean heavy pistol attached. In Shadowrun you need to dump your ID over the bridge with any murder weapon, so if you plan on having a throw away gun you better have a throw away SIN.
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ElFenrir
post Apr 8 2009, 03:10 AM
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What I always get:

1-2 fake SINs, rating 4+(we don't use Availability limits at chargen, remember.) 2 rating 5+if i can afford it.

Fake Licenses, rating 6. Depending on what my character needs a license for. We blended the licenses into things requiring less paperwork, so we have them for Implants, Melee Weapons, Firearms, Mil-Spec, Class X Magic, Explosives, and Chemicals. I never had to take all of these at once, my current sam has Implants, Melee, and Firearms, for example.

Survival kit and survival knife.

Multi-tool. (we just priced a bunch of basic things and tossed this on the equipment list. Comes with knife, pliers, wirecutters, a fork, spoon, magnifying glass, and everything you'd find in a pretty nice swiss army knife/tool.)

Slap patches, a rating 6 medkit, and a couple of refills for it.

Commlink(regular), and a little throwaway cheap one. Skinlink and subvocal mic on all.

Extra clothing and armor. My typical armor loadout for my sam/a close combat type I might play is FFBA Level 2, Armor Jacket, Shin/Forearm Guards/Vitals protector. I always have some kind of armored suit on hand for having to go nice. I also pick up a duster for some characters, and my main armor has as much chemical/fire/insulation/nonconductive increases it can hold.

Weapons as appropriate for character. All guns come with regular, gel, and APDS. I set aside one gun(usually a shotgun or the Ruger), with some AV rounds as well, even if I have a bigger piece of bang-bang. I usually don't play extreme gun nuts(I do have one gunslinger specialists, however-but they are small arms.) If I have the money(hey, sometimes I play a backwoods or brokeass dood who doesn't have much), I customize these with Custom Look, grips, and the like, for flavor. (Kael, being an armorer, has custom look 2 on a couple of things and a lot of trademark bits.) Even though custom gear can be linked back, it seems to work since we don't go overboard playing Paranoiarun. (Nothing wrong with that style, but our games are a little bit more mohawky-manga-esque.) I always do make sure to have some low-key, uncustomized stuff, like a ceramic knife, etc.

Flash-bang grenades. Hell, I need to restock these in game soon. Kael's had to chuck a lot of them, but they've done wonders for him and the team.

Lots of certified credsticks.

Pimped-out contacts(we still use the old rules for them), though if I have cyber I always get the most important ones as implants anyhow(if I use cyber, I make it a point to get thermo, flare compensation, and a smartlink if they use guns implanted.) I do keep a set of glasses or something as well(I don't have a problem with loading contacts with most things, due to technology being able to fit things in small places, but I have a problem with Ultrasound being in anything smaller than glasses, for some reason. Dunno why.)

Earbuds with the works as well. IMO, these increases should not take that much room and we use the old rules.

Regular lifestyle, and always a safehouse. I set the safehouse up at Comforts: 1, Entertainment: 0, Security: 3, Neighborhood: 2, and Necessities: 2. If i have money left I get it a positive quality that makes it a bit more off the grid. So it's a lower-lifestyle place, blends in very well, and is very secure, but it has no real frills. It's a safehouse, it doesn't need frills.

Climbing gear, a gasmask, a backpack and a respirator.

Personal odds and ends. I always make it a point to list these for my characters. Kael, my current guy, has a sterling silver whiskey flask that belonged to his old friend who as killed, a silver and black cigarette case, and his wire-rimmed glasses. This varies from character to character.

That about does it. Of course, different characters are different-a hacker will have different things, B&E different, etc, but this list here is a standard loadout for about anyone with a fair amount of nuyen to their name. (More backwoods types have more of the raw basics-ID, Licenses, a weapon, medical supplies and some survival stuff.)


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KCKitsune
post Apr 8 2009, 05:29 AM
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QUOTE (The Mack @ Apr 7 2009, 01:03 PM) *
I was curious what others like to do for starting gear.

Do you have certain favorites that you buy regardless of archtype? Or items you think are "must haves" for a particular archtype?

Are there any items you think are the best buys, the ones that find the sweet spot between function and value?


  • Cyber eyes/ears (get Display/Audiolink, an Recorders for free. Also you can't get dampener unless you get cyber or adept ability)
  • Firewall 6
  • Encrypt 6 with Optimize 2 and Ergonomic options
  • cyber commlink (either in the head or in a cyberlimb)
  • Some sort of reaction enhancement (Synaptic Booster or MBW)
  • Auto-injector if I have a cyberlimb
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The Mack
post Apr 8 2009, 06:29 AM
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Some very nice entries by paws2sky and ElFenrir.

That "Oh Shit Kit" is priceless.

QUOTE (KCKitsune)
Some sort of reaction enhancement (Synaptic Booster or MBW)


Yeah, absolutely.



I've decided to add "High Lifestyle".

Unless you have a particular theme for your character, or enjoy down and out, I can see no reason not to spend the 2 BP on a High Lifestyle.

The x500 multiplier for your starting nuyen will love you and using 1200 nuyen to add +12 to the roll is always worth it (so it becomes {4d6+12} x500). You instantly transform 1200 nuyen into 6000.
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Zurai
post Apr 8 2009, 06:41 AM
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QUOTE (The Mack @ Apr 8 2009, 01:29 AM) *
I've decided to add "High Lifestyle".

Unless you have a particular theme for your character, or enjoy down and out, I can see no reason not to spend the 2 BP on a High Lifestyle.


Sure there is. Default lifestyles mid and up are "please keep your PAN in broadcast mode at all times" locations, and high lifestyles are likely to have roving security patrols who check into SINs of the residents as well as their visitors.
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The Mack
post Apr 8 2009, 06:44 AM
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QUOTE (Zurai @ Apr 8 2009, 03:41 PM) *
Sure there is. Default lifestyles mid and up are "please keep your PAN in broadcast mode at all times" locations, and high lifestyles are likely to have roving security patrols who check into SINs of the residents as well as their visitors.


So far I've gotten away with it using fake SINs, but that's a very good point actually.



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toturi
post Apr 8 2009, 07:04 AM
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QUOTE (Zurai @ Apr 8 2009, 02:41 PM) *
Sure there is. Default lifestyles mid and up are "please keep your PAN in broadcast mode at all times" locations, and high lifestyles are likely to have roving security patrols who check into SINs of the residents as well as their visitors.

Where is that piece of information from?
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crazyconscript
post Apr 8 2009, 11:17 AM
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For me, i go with all the Fake ID's Licenses etc (all rating 4) to solidify his identity but after that it really depends on character

For a Combat type:
-Something to increase initiative passes. MBW, wired reflexes, synaptic, drugs. whatever suits the character
-DocWagon contract
-FFBA+heaviest armour they can wear with their body and not be arrested on site (walking downtown in heavy milspec is probably not a good idea...)
-Personalised grip on any combat weapons.
-Sniper/sport rifle. Why get close when you can shoot them for half a mile away?
-An easily concealable sidearm with stick'n'shock or Capsule rounds w/narcojet

Mechanic/rigger/hacker
-Drones. Lots.
-Facilities relevant to skills (shop usually)
-at least 2 disposable commlinks
-Van

I dont think there are really any other "standard" things i tend to use



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CultClassic
post Apr 8 2009, 12:54 PM
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A Monofilament Chainsaw, for those tough interogations. (IMG:style_emoticons/default/eek.gif)
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Professeur
post Apr 8 2009, 12:54 PM
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I guess if there's "High Security" in your building, you might have trouble with those. Although if you use the advanced lifestyle rules from Runner's Companion, you can bypass those problems quite easily. Or you could also have the SINner negative quality, which is one of my personal favourites.
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