It's daunting to get a SR group together, familiarity and acceptance of the game world takes a lot of reading, imagination and a certain kind of obsession. Dumpshocker's possess that obsession, but PBP games often have problems with flow. Keeping a scene moving becomes a challenge, exponentially so the larger the group. In my mind, an ideal format for keeping this sort of game moving is two runners and one GM.
the 400bp character creation system doesn't seem to cater to this, people often squeeze hyperspecialists out or mostly useless generalists. 700 Karma is a bit of a bitch, but the characters that can be created can have their specialisation and a solid grounding in general running tradecraft.
The purpose of this thread is to propose and discuss two runners who can effectively do everything a shadowrun requires, surviving against overwhelming odds using a wide range of abilities and tactics. What areas should both characters be proficient in? Where should they specialize? How can they be built cooperatively to support eachother in-game.
The biggest issue is the Matrix and Magic. In my opinion, this is where you start, at the point of exclusivity. One person takes responsibility for matrix operations, with all the skills and gear available to a hacker, such as Encephalons/Math SPUs, control rig, Simsense Booster, a tricked out commlink and software suites, and the ability to use drones and vehicles (probably can't afford the latter at chargen). This character would perform all hacking, comm security, communications, matrix legwork etc. This can get pretty expensive, and we need to save for gear and cyber for other jobs.
The magic issue is something I have a lot of trouble with in character creation, especially at 400bp. The extra expenditure on the Magic attribute, spells, drain stats, bonding, and more always kills any generalisation I attempt. Others will know more on this than me. Picking a tradition is important in selecting a second area of specialisation, due to drain stats and secondary skills. For my money, I would go with a Black Magician elf following the Seductress totem, max out Charisma, soft max Willpower, which gives good drain resistance and lot of dice to social tests, making this magician double as the face of the duo. I love the idea of a mystic adept in this role, but by RAW, the magic stat split and the loss of astral projection at the cost of paying a whole power point for astral perception, i can't see it working. If you think it's possible, i'd love to see the build.
Combat should be a shared role. Both characters should have the maximum amount of initiative passes to counter being outnumbered, through cyberware and sustained improved reflexes, respectively. The magician should have the agility to have a specialised weapon. The hacker should be decked out like a sam, with initiative and agility boosting ware.
Stealth is always important, in my view of Shadowrun, so at bare minimum, infiltration is needed, as well as elements of the athletics group. The hacker should have agility boosting implants that help with these dice pools, whereas the magician I have in mind has +2 to illusion spells. Chameleon suits with thermal dampening help.
Social skills are largely handled my the magician with high charisma. I've always liked the idea of having the character who isn't the face having a specialised intimidation skill, for when the carrot doesn't work and you have to use the stick.
How would you do it? I can imagine it done really well, but if I was a GM I'd raise the BP/Karma allocation to 600/1000 and bring back SR3's rules on stat-derived free points for knowledge skills and contacts. As an aside, this is a game I'd like to play, so if anyone wants to be one half of this team, or run this sort of game, let me know.