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killerjoel
Okay, so my group started playing SR4 a few months ago. Barring a brief period noodling around in SR3, this is the bulk of my Shadowrun experience.

My group wants me to run a game centered around gangers. Since this would be my first time running the game, I thought I'd ask you guys for advice on how to scale the power level down. I understand this idea is in no way new to the SR community, so I'm hoping for lots of wisdom regarding possible BP limits, cost alterations, etc.

Thanks, guys!
FrankTrollman
SR4 handles gang-level operations fairly well. Just ask each character to try to do more than one thing, and they'll end up spread so thin that they'll be running with dice pools in the 8-12 range in their chosen fields. Ganger dice pools run in the 4-6 range for the teen agers, and the 6-10 range for named and/or heavy goons. That puts the PCs in at the optimum "slightly better than the mooks they are fighting" range.

-Frank
stevebugge
My take is that the 400 point build represents a pretty entry level runner, so maybe only slightly more powerful than the average ganger. The 395 point Sprawl Ganger sample character probably represents an established 'senior' ganger, based on that 350-395 probably would work, depending on how low level you want to go. Then if you and your players agree to a reduced list of skills and gear you could put together a credible street level campaign.
Reprisal
First, I would limit lifestyle to low or worse and limit access to cyberware and bioware. Street-level grit is best enforced collectively, and great care should be taken to enforce the feeling. Once power creep starts to set in, things can get ridiculous:

"Why wouldn't I have an AK-97?! He's a ganger!"

"If he can have an AK-97, I can have grenades!"

I would caution my players to self-censor their equipment and tactical choices after everyone takes the time to define just what they mean by "ganger" or "street-level." Some may think of it as baseball bats and light pistols, others may think of it as uzis and drive-bys, while others may think of "block wars" with assault rifles and rocket-propelled grenades. Establish a style, and stick to it as long as everyone still thinks it's cool.

If it's street level, make sure that you clearly define the lines of power. Are the law-enforcement officers overstretched and incapable of enforcing the law?Are the criminal syndicates hands-on and street-level themselves, or are they the fear-inspiring Great White Sharks to your street-level barracuda and morray eels? If syndicates are Great Whites, then corporations are the seas themselves: several orders of magnitude more powerful than your street-level boys and girls.

I would advise you make conflicts personal -- the local bunraku slaver just took the girlfriend of a PC's friend/contact as payment for a heavy debt, another gang is trying to muscle in on your territory, etc.

Make sense?
MK Ultra
If you want weaker chars/non-shadowrunners, you schould consider lowering the BP for creation.
Anyway you schould limit the startingmoney, maybe 10 BP (50k nuyen.gif ) max. and probably allow only gear with lower availability, I don´t know whats apropriate here, possibly max. 6 or 8.
Another way to make the pc´s less specialized and more streetlike, is limiting the max. skill level at chargen. maybe nothing higher than 4, or even only one or two on 4 and the rest 3 or less.
You should especially consider limiting technical and magic skills. (no skill higher then 2 or 3 i.e.). I´d allso suggest limiting magic in general. Either have them pay more, don´t allow it in the first place or limit Magick Attribute to, say 3 max.
All of the pc´s should logically have some gang contacts and not to elaborate other contacts.
No Pc should have more than low lifestyle! (except it´s a rich kid gang)
FrankTrollman
Lowering equipment options seriously screws mundane characters. If you limit everyone to 50k nuyen.gif you're going to end up with a Wiz Gang. Nothing wrong with that, I suppose, but it's probably not what you were looking for.

Rather than lowering BP, you should probably give people mandatory contacts. The net result is similar (characters end up with less points sunk into Tanking), but they end up knowing a lot of people, which fits the gang concept pretty well. You might also limit the Connections rating on Contacts to 3.

-Frank
Lagomorph
I believe that the gangers listed in the SR4 book (under goons) are built at about 250 points. I was bored and counted one day. So if you want to give your characters a better list of skills than "shooting and dodging" like the listed gangers have, then give them 300 points or so.
Space Ghost
Heavily control what gear they can start with. If they go to a fixer to get a pistol, they don't necessarily get to choose what kind. They just get a pistol. An Ares Pred IV has the same availability as an AK-97. Should gangers have AKs? No.

Also, note that things will escalate pretty quickly when the karma starts flowing. For instance, 2 karma gets you a specialty, and suddenly you have considerably more dice than other gangers. It doesn't take many sessions to turn thugs into competent killers. So take appropriate measures. Some suggestions:

1. Limit Combat skills based on the availability of proper training. A cop or military grunt has a skill of 3 when shooting. Where would your ganger get equivalent training? Consider removing specializations for combat skills.
Or
2. Plan for the inevitable. As things escalate and thugs become pros, up the ante to match. They could go from low-level street toughs to smugglers, then to an established crime syndicate. Just remember to bring the NPCs (both good and bad) up in level too. It doesn't work if just the PCs become badass.
FrankTrollman
Remember that while goons are built on very few points, their list of skills is also not comprehensive. Noone gives a damn what Social or Technical skills a thug has, and the grunts listing for them often as not leaves that off.

Player Characters, on the other hand, actually have to purchase their Ettiquette, Artisan, and such-like. Further, they have to purchase lifestyles, vehicles, and surveilance equipment - their character sheet needs to have (and pay for) a lot more than the armor and weapon entry that a grunt listing can get away with.

In short, a 300 BP PC is quite likely to be inferior in combat to a 250 BP ganger grunt.

-Frank
September
Make sure they realize that gangers have very little power, and that's why they care so much about. So they can beat up the corner Stuffer Shack...any syndicate man or shadowrunner worth speaking of can lay them on the payment in six seconds flat. Make sure they don't get to big for their britches. You take on the rival gang slowly, calling out individuals and gaining an advantage. Incremental stuff. Not blowing up yakuza.

Of course, if you want to have an overdone gang-wars campaign, go ahead.
Serbitar
I am gamemastering a ganger campain for about one year now.

My Gangers start with 550 Karma in the SECKSY system. Maximum starting availability was 6. Sometimes 8. I restricted starting money to 20.000.
Only one skill at 5 (if at all). None at 6.

On retrospection, I think I should have limited magic to 3 or 4. We have a gang shaman (PC) who maybe too powerful.


Any gamemaster leading a gang campain should know that it is a lot of work: YOu have to have stats/looks/quirks/names/behaviours for about 30 gangers. KNow what they do, when they do, how they do it.
You need to have a gangturf with lots of locations, bars, whatever.
You have to know the economy of the gang. Where des the money come from?Drugs, callgirls, taking money from locals for "protection".
There has to be a hierachical structure in the gang.


The gamemaster has to manage it thus, that the PCs dont allways call the rest of the gang, but do stuff themselves. On the other hand, they should not be ordered arround by the gangboss all the time. And so on.
You need information about the sourraounding gangs, their leaders, their attitudes.
etc . . .

I have stats and comments for about 30 gangers, 30 "special" people in the turf, 20-30 locations. Maps of the HQ, the turfand others. A detailed account of how much money is gained by selling which drugs, bulliing up wich shops and pretecting which callgirls.
TinkerGnome
Yeah, definitly cap off magic and probably halve the max number of spells, to boot. For gear, keep in mind what kind of gang they are and their location. If they're in the depths of the barrens, an AK or two floating around is probably just fine. If they're a defensive gang in Tacoma, then probably not.
killerjoel
Awesome. This is really good stuff. I'm definitely limiting the Magic severely. . . wiz chars have too much 'oomph.'

I like the idea of them not getting their weapons off a grocery list like 'runners do. And I definitely don't want them carrying AKs. I'm thinking pistols, the occasional shotgun, baseball bats, crowbars, etc. I want to see a street-raised illiterate ork swinging a chain Road-rash style from his stolen bike, not a walking army lobbing frags and laying on the autofire. Yakuza-killers they are not.

It sounds like 350 or so BP should do the trick. I want them slightly better than average. That'll give 'em enough muscle to back their climb up the hierarchial ladder without making it too easy for them. I'm already cooking up the gang, its members, enemies, goals, etc.

Good advice, guys. This is sounding more fun by the minute.
Aku
dont suppose this is gonna be a forum game, eh? Unfortunately i suffer one onetrackitis, so my characters are generally rehashes of each other (when i get to play) but something like this i could feel the vibe for
Shrike30
The one thing to note about weapons like the AK-97 is that part of the reason they're so easily available is the total lack of any serious "tricking out." No venting, no sighting options... but inexpensive and not hard to get. Personally (and I can totally see why you'd want to avoid that level of firepower, but this is just me), I can see an AK in a ganger-level campaign.

You're talking about a weapon that's not concealable in any way and is too big to carry conveniently, but puts down the serious hurt. The kind of gun you keep under the floorboards somewhere, and break out when you're going to drive up to some place and spray it down, or have a bunch of people jump out of the back of a van and storm a building with. Anybody dragging one of these around day and night is going to have issues to deal with... he's not in a war zone.

The day to day stuff your gangers would carry? Handguns. Probably light pistols, maybe holdouts because you can hide them easily. Heavy pistols are better in pretty much every way, but they're harder to hide, heavier, and just more annoying that way.

Submachineguns and shotguns fall into that range of "small enough to tuck under a coat if you're careful" where you've got a little of both worlds, but honestly wouldn't want to do it unless you had a reason. And you know, some days it's just too damn hot out to wear a lined coat and a cut-down shotgun.

The trick would be, more than simply forbidding the characters access to this kind of "street level" firepower, simply putting them in situations where it's untenable or ill-advised to bring something like an AK along at all. Don't say "you can't have that," just make them think "Do I really want that today?"
Halabis
ammo restrictions. Make the players earn each bullet they have. bullets dont grow on tree's you know. where the heck do kids get bullets anyways?
Space Ghost
There are loads of pistol rounds. i think i read somewhere that you can buy them out of a vending machine if you have a valid SIN. Of course, that leaves a datatrail. AR rounds would be more difficult. Since SMGs load pistol rounds, they tend to become the best thing going.
killerjoel
The comments about the bigger guns is true, but I'm still imposing a strict availability limit on my players at character creation. These are the kinds of things they get as they progress. Maybe they're on their way to do some aggresive negotiation with someone and he pulls an AK from under the floorboards, who knows?
killerjoel
QUOTE (Aku)
dont suppose this is gonna be a forum game, eh? Unfortunately i suffer one onetrackitis, so my characters are generally rehashes of each other (when i get to play) but something like this i could feel the vibe for

A forum game would be cool in theory, but in practice my college schedule keeps me from being committed to a project like that.
imperialus
very cool idea. I might yoink some of this if I ever run a street level campaign.
MK Ultra
Shrike30 is absolutely right about that weapons issue. I had 2 gang-games until now, one played one mastered.

In the game I played (a store sponsord multiple group SR3 champain) there were only limitations on skill max (no tech or magic skills above 3), money (no more then 90k) and availability (no higher then 4 or 5 IIRC). Allso we had to pay hafty operation fees for cyber.
We only ever packed mele arms and some pistols, only one had a SMG and one a Sport Riffle (usually in the HQ) and I had a Roomsweeper. Only one had a sporn, my pc had plast bone laceing and a datajack (he was the only chipper). Half of them were Adepts though.

The first time we encountered another Gang in combat all of them (or at least most) were Adepts or Honguan, packing SMGs and up (one had an AK, one a heavy Ranger-X Bow). They smoked us with ease. 2 of us died (+2 NPCs of ours).

The next pc´s we built were all adepts (which were the ultimate powerhouses in this low cyber game) and packed SMG´s and sawed-offs. The first thing we ordered from our arms dealer were ARs and Granades.
I liked the game much more before that fatal incident (though it was still fun afterwards).

The game I´m running now started with 6 Kids (12-16) only two from the streets, that stumbled into the famous foodfight without weapons of there own (except one of the street guys, which was actually part of the raidingparty but changed sides after the gang killed his brother, who was one of the bystanders). They survived by hiding and than picking up the the Defiance of the Manager, after he went down.
They were build on very low points, but advanced very fast, due to many smal scenarios. They built a gang of there own, had 3 gangwars (they lost 1/3 of thair members each time, but merged with allyes afterwards) and had a deacent income after taking over two brothels from an indipendant.
Now they are breaking into the shadows and the next thing that will happen when they return after 1 1/2 months on some out of town jobs will be the mobs noticing thair profitable little venture, so theyd eventually have to give one syndicate a big cut, for protection against the others and will depend on the extra cash from runs.
Non of them was magic in the beginning, though I told the interested players, to make thair pcs especially young and low powerd. Now (10 in-game months later) the shaman is awakened (he was for 3 months now and only has a Mentor Spirit, Magic 2 and 2 Spells, but no skills yet, he gets a Mentor Bonus for both spells, so he´s got 2 dice without Edge), the Adept doesn´t know that he is awakened yet (I secretly changed some of his advantages into powers without telling him, so hes got some mystic armor (thinking it is toughness), fexibility (doublejointed), iron will (instead of guts) and quick healer; he gets the points saved to spend on skills, etc. as soon as he realizes he awakened months ago).

So far I had much fun, though the players seam to be less enthusiastic as thay are starting to be small fish in a big pond, while thay were quiet powerfull gangers befor (not quiet as combat heavy as the ganger archetype, but wider skills). Thay are used to high-power runners, and some have a bit (or more) of a munchkin under thair skin.
MK Ultra
Now I actuall forgot, what I wanted to post in the first place embarrassed.gif

Remember, war is bad!

A runner can hide from the heat or at least run from it, Gangs have turf and bussiness to protect, so thay´ve got to stand the heat. And gangers have families and friends to loose mor often than runner have! Unlike runners´, a ganger´s enemy knows were he lives and whome to hurt to hit the ganger.

If you are a Ganger packing an AR, every other Gang that spots you, knows it´s war!
If you are a ganger drawing any firearm in a fight against another gang, it´s war!
If you shoot a cop, it´s war!

So, while you can pack heavy stuff (though probably only of low quality, like AK´s and Uzis), actually using them means war and you normaly don´t want that.

War means, drivebys, firebombings and much blood in the gutters. And war is bad for bussiness.
killerjoel
That sounds great, MK. I really dig the ideas. I also plan on making them start as nobodies and letting them work their way up.

The points people are making about big guns are good ones. Brawling with street weapons puts you on the gang list. Pulling guns escalates the conflict. The bigger the gun, the bigger the battle you just committed yourself to. The bigger name you make for yourself as a serious street threat, the bigger the fish (Lone Star, Yaks, etc.) that will want to eat you.

That about sums it up. What do you think, Halabis? Does it sound like we have a game?
Dale
First thing I'd do as a pc in a ganger setting would be to make sure I got the heaviest concealable handgun I could find as soon as possible. I'd have stopped fighting with baseball bats at age 13, guys.
Second thing, do anything neccessary to get the cash for Wire Reflexes 1.
ANYTHING.



p.s.I also would get with that Food Fight Stuffer Shack elf cashier girly.

biggrin.gif
TinkerGnome
Who needs wired reflexes? Jazz and Cram do the job well enough for a street punk.
Moon-Hawk
Only if you know the fight is coming.
mintcar
300BP, 200BP of those for mental and physical attributes.

No skills over 4

Availability cap at 8

Be restrictive on monetary resources and lifestyle


That's about it. Make them understand that 1 or 2 in a skill is enough if they don't want to be fully trained pros.
MK Ultra
QUOTE (Dale)
p.s.I also would get with that Food Fight Stuffer Shack elf cashier girly.


She became a gangmember after loosing her job at the stuffer (it didn´t open 24/7 anymore, after the repairs were done) and one pc had it on with her, but she´s realy got no talents besids her looks nyahnyah.gif

QUOTE (TinkerGnome)
Who needs wired reflexes? Jazz and Cram do the job well enough for a street punk.


I´m telling them all the time, but none of them would touch any of this, which is a good thing in rl but seams a bit ooc in a gang champaign, does it? They allso don´t smoke or drink or anything (the pc´s don´t, the players do wink.gif).

They didn´t even take K when the whole groups life was at stacks and silly me forgot to punish them for it.

QUOTE (mintcar)
That's about it. Make them understand that 1 or 2 in a skill is enough if they don't want to be fully trained pros.


Man, did I have a hard time to point that out to them, and still, they would have given thair non-combat teenies Close Combat and Pistols 6 if I´d only allowed it.
mintcar
I'm having a bit more luck both when it comes to drugs and skills smile.gif .

We've played a lot of free-form games were we chose our own skills to match the character we pictured in our heads. Picking values out of what's most appropriate comes sort of natural to us.

If you could stomach it, maybe you should try and let them choose whatever ratings, weapons and spells they want some time. And see how fun that becomes in the end. Maybe they would have fun playing a goofy super-hero game for a while, but my bet is they would soon miss having some grounding, some common sense, in the game.
Moon-Hawk
Maybe they still have SR3 addiction rules stuck in their heads. You know, the ones where if you drink occasionally on the weekend you die in three months!!!
MK Ultra
Trust me, I tried it. No restrictions simply means no restrictions with this group, or at least 1 or 3 of them. I´d have a group with 1 Great Feathered Serpent, who´d probably be Lofwyr´s best buddy, a vampire-mage-double-digit-initiate-slitch, and some "comparatively lowpowered" initiate Adepts and Deltaware-staches. On the side thay´d play what they´d consider weak from time to time, that is singledigit-initiate-shapeshifters and the like.

They do present quiet decent roleplaying most of the time, if given (normal) restrictions on character building. The gang pc´s i.e. were build mostly freeform (they had no actual stats in food fight, which was quiet fun, we improvised during this scenario, only had the basic bg). That was still SR3. The problem was wen we converted to SR4.
MK Ultra
QUOTE (Moon-Hawk @ Feb 9 2006, 07:03 PM)
Maybe they still have SR3 addiction rules stuck in their heads.  You know, the ones where if you drink occasionally on the weekend you die in three months!!!

I did never enforce the rules that harsh. But maybe I should, and than have them all addicted to something by an enemy. dead.gif
Shrike30
QUOTE (Moon-Hawk)
Only if you know the fight is coming.

When the bullets start flying, get some cover and take a hit off the inhaler. Only trick is not getting a round in the head right off the bat.
mintcar
QUOTE (Moon-Hawk)
Maybe they still have SR3 addiction rules stuck in their heads. You know, the ones where if you drink occasionally on the weekend you die in three months!!!

Shadowrun has long been tuging around a lot of moral baggage. SR4 got rid of a lot of that. Does anyone know if that has had any consequences?
evil1i
Restrict Skills/Magic/Resonance to a max of 4.
Disallow group skill buying unless a good reason can be provided (group skills suggest structured training to me).
Have a bunch of minimum purchases (eg have to have 2 contacts at 2/2 minimum)
No more than 500 nuyen spent on any one purchase during character creation except a vehicle and maybe 1-2 pieces of cyber.
Dale
Fair enough...so for the non-Awakened what would be that 1-2 pieces of cyber?
For example would it be like "Pick any two" from - Wired Reflexes 1,Bone Lace,Cybereyes,Dermal Plating 1,a Cyber Spur,Datajack,Muscle Replacement 1.

Or would it be money based as in - Cyberware costs cannot exceed a total of 20,000 nuyen?
Halabis
I love this stuff. Im realy digging the 10-14 year old street kids idea. For soem reason that sounds like the most absolutely fun thign ever. Screw gangers. let they players work up to school bullies, then maybe one day they can be real gangers.

200 Bp. Str, Bod, & Magic/resonance capped at 3 (the realy big kids!) no skill higher than 2. Max Bp spent on cash 1. Availability capped at shit you can get at walmart. Sounsd liek the most absolutely fun game ever. I command you run it!
killerjoel
QUOTE (Halabis)
I love this stuff. Im realy digging the 10-14 year old street kids idea. For soem reason that sounds like the most absolutely fun thign ever. Screw gangers. let they players work up to school bullies, then maybe one day they can be real gangers.

200 Bp. Str, Bod, & Magic/resonance capped at 3 (the realy big kids!) no skill higher than 2. Max Bp spent on cash 1. Availability capped at shit you can get at walmart. Sounsd liek the most absolutely fun game ever. I command you run it!

Hehe, your wish is my command. Seriously, though, this could be an awesome game if I don't screw it up. You think it'll go over well with the others? You guys could definitely work your way up to being gangers, we have the time.

We'll have to get together with the interested players and just run these ideas by them. None of us are squeamish about drugs or young violence or crazy stuffl ike that, so we could have some really interesting situations. smile.gif
MK Ultra
I played through all of the Gang-Scenarios in Sprawl Sites with my group after Food Fight.
The 3. was the one with those Norm and Troll trying a protection racket, while a cop came around the corner. The Kidz throw dirt at the cop and ran, loosing him because they kneew the tarrain allready. So the two wouldbe thugs could run, they shared the money and thair squatt with the Kidz after that and became the second and third member of thair Gang. That was really funny!
imperialus
one other thing you might want to consider is suggesting various "toned down" archetypes for the various runner roles so that you don't end up a whole bunch of thugs and mages.

Perhaps instead of having a dedicated hacker the gangers might have a PC who specializes in jacking cars, this would be especially good since the line between decker and rigger no longer exists so as the group gains experience and becomes real runners eventually he could seamlessly morph into the groups hacker.

The group face could be a street corner dealer, a dirty vice/narc. cop, or even a hooker depending on how gritty you want it.

I'd consider banning hermetics and possibly adepts as well since both archetypes require a certain amount of professional training usually absent from the streets.
Moon-Hawk
Adepts require professional training? I disagree.
As for Hermetics, there ought to be plenty of resources availible on the Matrix. Or maybe the character had a Hermetic uncle that taught them everything. It needs some background justification, but I wouldn't disallow it.

I love the suggestions for the jacker/hacker and dealer/face.
imperialus
Well this thread has inspired me to start toying with the idea of my own gang campaign. I've compiled some of the suggestions here and added a few of my own. This is what I've come up with, lemme know what you think.

QUOTE
1) You are street punks.  Keep that in mind when designing your characters.  Think of what skills, gear, qualities and abilities a street kid would have and try not to min max.

2) Buildpoints are capped at 300, however you get the home ground quality for free representing your characters knowledge of his/her home turf.

3) No more than 15 buildpoints can be spent on money or 75000¥

4) The magic stat is capped at 4.  This is to prevent a team consisting entirely of mages and adapts and to keep their power level in sync with team members who rely on gear.

5) You may pick a single piece of equipment (weapon, armour, cyberware ect.) with an availability of up to 8, everything else is maxed at availability 6.

6) You cannot take a lifestyle higher than low, and cannot take a lifestyle higher than squtter unless you have a SIN (either real or fake), however you must purchase a minimum of 2 months worth of a given lifestyle representing first and last months rent.

7) Try to come up with character concepts in keeping with the gang theme.  For instance, if you want to play a hacker perhaps create a character who has limited hacking skills but focus’ on jacking cars.  If you want to play a face, a street corner dealer might be appropriate.

cool.gif Don’t focus too much on firearm skills.  Unarmed combat, and weapons such as knives and clubs are generally acceptable in a brawl.  Pulling out a pistol and shooting someone however is likely to trigger a gang war and remember you can’t run and hide as easily as a regular runner, you have to protect your turf.  It’ll be a lot easier to get revenge if they know where you live.

9) In keeping with point 8 the gang does not operate in the barrens.  You will be based in an area like Tacoma or another lower class neighborhood.  This means that there will be a police response to overt acts of violence, and even if they can’t prove anything the star can still make your lives miserable.  A couple of pistol shots isn’t likely to get a response until the body is found the next day but a burst of automatic fire almost certainly will.
MK Ultra
I think the point cool.gif is really funny biggrin.gif otherwise it sounds quiet cool.
imperialus
yeah, that's what you get for copy/pasting from word I guess. *edit* or if you mean that the point itself is strange, trust me it's nessesary for our group. There was one incident that involved offencive handgernades being used as "crowd control". If I didn't include that in there someone would pull out an AK during a streetfight and then wonder why the rival gang targeted him.*/edit*

The one thing I'm kinda wondering about is the BP cap on gear. Do I want to make it 10 points, therefor maxing starting cash at 50,000 or would that castrate sam types too much?
stevebugge
My .02 is no, 50,000 doesn't hurt Sammies too much. If you can get hold of the SR2 Book Cybertechnology and read Hachetman's fiction piece about his background you'll find that his level of 'ware was very modest in his ganger days.
MK Ultra
Ah, that was one of the best sb-fiction ever IMHO.
Shrike30
It certainly gave us a better understanding of the context.
Dale
If I recall he had cyberoptics and 2 Spurs...and a gun. Anyone without a gun should die.
In-game of course ohplease.gif
killerjoel
QUOTE (imperialus)
one other thing you might want to consider is suggesting various "toned down" archetypes for the various runner roles so that you don't end up a whole bunch of thugs and mages.

Perhaps instead of having a dedicated hacker the gangers might have a PC who specializes in jacking cars, this would be especially good since the line between decker and rigger no longer exists so as the group gains experience and becomes real runners eventually he could seamlessly morph into the groups hacker.

The group face could be a street corner dealer, a dirty vice/narc. cop, or even a hooker depending on how gritty you want it.

I'd consider banning hermetics and possibly adepts as well since both archetypes require a certain amount of professional training usually absent from the streets.

Yeah, these are really good points, although I agree with Moon-hawk on the magic part. I think a Magic cap would be sufficient to rein them in.

Man, I need to get some of these old books.
MK Ultra
Adam said thay plane to have them all available as pdfs with time. Don´t know if thats just with flavor-heavy books or with equipment and rules books, too.
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