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tsuyoshikentsu
post Aug 1 2012, 08:05 AM
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I'm thinking about getting into a game with the standard BP spread, but with SR4A metas only, no magic, and gear provided but unknown. (So, in other words, we don't get any gear at creation, but still get standard BP.)

One simple question: What the hell do I build? My usual suspects (street sam and face) are out, so's rigger, and I hate playing hackers. Thoughts?
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Tanegar
post Aug 1 2012, 09:59 AM
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Why no magic? And why can't you play a street sam or face?
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Umidori
post Aug 1 2012, 11:17 AM
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With those restrictions I'd say either go for something that's an outlandish or hilarious concept that will be fun to play no matter the numbers, or make a generalist with high edge.

~Umi
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pbangarth
post Aug 1 2012, 12:33 PM
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You could consider the typical film noir gumshoe. Lots of skills, knowledge, contacts.
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Wakshaani
post Aug 1 2012, 12:58 PM
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No magic and no cyber means that everyone is a normal person, albeit a highly-skilled one.

Detective, Face, Weapon Specialist (stop laughing!), Tribal Warrior, Former Officer ... hrm. Bounty Hunter, Enforcer, Ganger, Rocker, Reporter ... these are the archtypes that jump out at me.
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UmaroVI
post Aug 1 2012, 02:06 PM
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You can get up and running as a hacker in fairly short order (piracy lol). Faces are also much more dependant on stats and skills than on ware. A command rigger can be effective with even the worst drones just by bolting a FA weapon onto them.

I'd probably make a hacker/face/command rigger. You should be able to afford all the stats and skills (because no gear). Faces are useful no matter what, and you can get hacking/rigging online with fairly little money.
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Midas
post Aug 1 2012, 03:12 PM
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QUOTE (Wakshaani @ Aug 1 2012, 01:58 PM) *
No magic and no cyber means that everyone is a normal person, albeit a highly-skilled one.

@tsuyoshi
Can you clarify if cyber will be provided in the "gear provided but unknown" part? I kinda assumed the GM would give you gear AND 'ware as he saw fit for the character, but Wakshaani here thinks the characters will get no cyber. Which is it?

... but in answer to your question, the logical side of my brain tells me that cash intensive archetypes come out ahead if gear is not included in their starting BP.

So I would go to town with a hacker or rigger. Hell, you have enough BP to make a hacker/face, or a merc/rigger. Yeah, I think a hacker/face who schmoozes into corps after hacking up a delivery order in the security office log ...

I don't see why skill/contact intensive roles like faces, mercs, gumshoes and the like aren't entirely viable anyway ... let's face it, a sammie who doesn't have to spend money on IP boosters will end up looking like a merc anyway with the skillset he will end up with ... just give him a high Willpower, so he can slum it with drugs if the GM doesn't give him an IP booster ...

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All4BigGuns
post Aug 1 2012, 04:42 PM
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QUOTE (tsuyoshikentsu @ Aug 1 2012, 03:05 AM) *
I'm thinking about getting into a game with the standard BP spread, but with SR4A metas only, no magic, and gear provided but unknown. (So, in other words, we don't get any gear at creation, but still get standard BP.)

One simple question: What the hell do I build? My usual suspects (street sam and face) are out, so's rigger, and I hate playing hackers. Thoughts?


Best advice in my opinion would be to tell your GM you're sitting out of such a fiasco and to call you up if he starts planning a real game. The very idea of this is utterly ridiculous.
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Speed Wraith
post Aug 1 2012, 05:06 PM
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QUOTE (All4BigGuns @ Aug 1 2012, 11:42 AM) *
Best advice in my opinion would be to tell your GM you're sitting out of such a fiasco and to call you up if he starts planning a real game. The very idea of this is utterly ridiculous.


^This.

I don't mind themes or specific restrictions, but if you're walking into this blind with no money for gear/ware/etc, then it doesn't sound like he/she is planning anything that will be sustainable...I'd get more info on how gear will be handled before even considering a character.
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Tecumseh
post Aug 1 2012, 05:18 PM
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I don't think it's ridiculous. I would miss Magic but I would enjoy having the extra points to spend on attributes and skills instead of gear. If you're the type who likes to tinker with the gear to make things just so then it's probably not for you, but I'd be just as happy skipping that step of the character creation process. It requires a certain amount of trust in your GM to make it fun, but so does any game. Different strokes.
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Speed Wraith
post Aug 1 2012, 05:38 PM
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It isn't about a desire to tinker with my gear, it is the fact that they're being asked to make an incomplete character. You can't build a character without knowing at least something about how gear is going to be handled at the start. Especially in terms of 'wares. It also has an impact on potential Qualities. Don't know if you can take Buggy Ware, for example, and is it worth it to consider a Black Market Pipeline? What about Restricted Gear?
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ZeroPoint
post Aug 1 2012, 05:39 PM
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and things like type o system and other things like that won't be very helpful if you can't get any of the cyber you were wanting
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Yerameyahu
post Aug 1 2012, 06:00 PM
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QUOTE
I don't mind themes or specific restrictions, but if you're walking into this blind
Agreed. It's not restrictions, it's the incompleteness (as Pax said) and the lack of hooks. (IMG:style_emoticons/default/smile.gif) I'm sure the GM has some ideas, but I haven't seen enough in this thread to even get my bearings, you know? All you could do is make a mundane generalist/face and go with that. I'm not saying that can't be fun, but there's really no chargen *decisions* to be made, y'know? You can choose a race, and maybe melee-vs.-ranged, that kind of thing.

You might as well skip chargen, is all. That can be fun, absolutely.
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KeyMasterOfGozer
post Aug 1 2012, 06:45 PM
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I don't see why there is such a big problem with this. The GM could have a fun scenerio planned, something like "You all wake up in prison cell. You are wearing orange jumpsuits." Just build a character with a round set of skills not including Magic. Assume you either don't need or will need to improvise any equipment you might need for your skills. My suggestion would be for whatever specialization you choose for your character, you should also choose and build up the artisan type skills to match it. For instance, if you want to make a gun bunny, also get gunsmithing skills, so that you create your own weapon. If you want to make a hacker, also get the programming and hardware skills so that you can cobble together working equipment. Just remember is will be good to have skills that help you procure or make your own equipment if you are not allowed to purchase it with your normal build points. I think this could make a fun and challenging game.

Either that, or you just go for the fun value and make a totally useless (or generic) character and just have fun with it.
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All4BigGuns
post Aug 1 2012, 06:49 PM
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Honestly, whenever I hear ideas like this posed, red flags start waving and alarms start ringing warning of "GM Power Trip Incoming". That's the only reason to level that much restriction.
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ZeroPoint
post Aug 1 2012, 06:51 PM
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Makes sense as long as they don't have to make their own cyberware and install it in prison...sorry, i'm not gonna chop off my arm to let you give me a new one made from scraps cobbled together from an old vacuum cleaner, some random hydrolic jacks and a George Foreman grill.

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StealthSigma
post Aug 1 2012, 06:53 PM
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QUOTE (ZeroPoint @ Aug 1 2012, 02:51 PM) *
Makes sense as long as they don't have to make their own cyberware and install it in prison...sorry, i'm not gonna chop off my arm to let you give me a new one made from scraps cobbled together from an old vacuum cleaner, some random hydrolic jacks and a George Foreman grill.


No, your new arm is being made out of an unbendable girder and a smoothie machine.
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taeksosin
post Aug 1 2012, 06:54 PM
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And, if you're looking at having to produce your own gear due to the prison cell scenario above (or something similar) that's when I'd seriously consider throwing the Jury-rigger quality on a character. Heck, Jury-rigger is fun even without not really knowing what's going on gear wise for your character.
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ZeroPoint
post Aug 1 2012, 06:54 PM
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QUOTE (StealthSigma @ Aug 1 2012, 01:53 PM) *
No, your new arm is being made out of an unbendable girder and a smoothie machine.


or cobbled together by the medieval blacksmith.

It'll be....grooovie...
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Tanegar
post Aug 1 2012, 07:21 PM
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QUOTE (KeyMasterOfGozer @ Aug 1 2012, 02:45 PM) *
I don't see why there is such a big problem with this. The GM could have a fun scenerio planned, something like "You all wake up in prison cell. You are wearing orange jumpsuits." Just build a character with a round set of skills not including Magic. Assume you either don't need or will need to improvise any equipment you might need for your skills. My suggestion would be for whatever specialization you choose for your character, you should also choose and build up the artisan type skills to match it. For instance, if you want to make a gun bunny, also get gunsmithing skills, so that you create your own weapon. If you want to make a hacker, also get the programming and hardware skills so that you can cobble together working equipment. Just remember is will be good to have skills that help you procure or make your own equipment if you are not allowed to purchase it with your normal build points. I think this could make a fun and challenging game.

...that's actually quite a good idea. Yoink!
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pbangarth
post Aug 1 2012, 07:22 PM
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QUOTE (KeyMasterOfGozer @ Aug 1 2012, 01:45 PM) *
I don't see why there is such a big problem with this. The GM could have a fun scenerio planned, something like "You all wake up in prison cell. You are wearing orange jumpsuits." Just build a character with a round set of skills not including Magic. Assume you either don't need or will need to improvise any equipment you might need for your skills. My suggestion would be for whatever specialization you choose for your character, you should also choose and build up the artisan type skills to match it. For instance, if you want to make a gun bunny, also get gunsmithing skills, so that you create your own weapon. If you want to make a hacker, also get the programming and hardware skills so that you can cobble together working equipment. Just remember is will be good to have skills that help you procure or make your own equipment if you are not allowed to purchase it with your normal build points. I think this could make a fun and challenging game.

Either that, or you just go for the fun value and make a totally useless (or generic) character and just have fun with it.

I kinda like this idea.
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BishopMcQ
post Aug 1 2012, 07:38 PM
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This could also be a Burn Notice type game--for no fault of the characters, they have been burned by their handlers and have the gear in hand. There was a story I remeber hearing years ago, about two long-term board members who played in a game where they were at a BBQ or some such when all hell broke loose, and they had to travel cross country with whatever they could find. SINs were burned, boltholes gone--pushed their limits of resourcefulness.

I'd say talk to the GM and get some kind of idea where they are planning to take the campaign. That way you can make a backstory, character, and know a little more. Does no gear mean no implants? Should you have contacts? What types of Qualities are barred, etc.

Found the post.
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Tecumseh
post Aug 1 2012, 08:15 PM
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My favorite character had a similar beginning in life to what Gozer outlined. Her first run began "mid-adventure", so to speak, waking up in an apartment with no gear and with goons closing in. The first ten minutes were spent scavenging the apartment, improvising weapons and plotting a mini-ambush. It rewarded resourcefulness and creative thinking. I had a blast.
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Krishach
post Aug 1 2012, 08:27 PM
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I've seen this type of thing done too, and done it myself: if it's not a GM short circuit, it tends to be a cohesive campaign start, rather than an episodic by-run play. As BishopMcQ stated, this could be something like a long term group campaign, with shadowrun rules and setting, as opposed to the stereotype jaded illegal ops by mission we normally do.

And nothing says you can't wait for the other shoe to drop, and then say "screw this." GM may not tell whats doing for fear of spoilers, if he has intentions of such a campaign. Or he may be an ass. Or simply trying for niche gameplay (magic is ultra rare, etc). Any of these is not vanilla shadowrun, so if it doesn't pan out for you quickly, politely but firmly withdraw yourself, and state your reasons. GM will either come around, or he won't: either one will tell you something quite significant about the group or GM. If it does pan out for you, then it may be a fun change of pace.
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Yerameyahu
post Aug 1 2012, 08:58 PM
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QUOTE
I don't see why there is such a big problem with this. The GM could have a fun scenerio planned, something like "You all wake up in prison cell. You are wearing orange jumpsuits." Just build a character with a round set of skills not including Magic.
That's kind of the point, though. You can't do much *else*. (IMG:style_emoticons/default/frown.gif) The GM could have anything planned, but we don't know.
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