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Eyeless Blond
The short list of things not to forget about when you want to be a runner:

1) Buy more contacts. Legwork sucks without a lot of 'em. The two freebies are not even a minimum; they're almost a joke.

2) Buy broadcast encryption. Rating 5 is livable (more than 3 9's to decrypt), but rating 7 is a good value (more than 4 11's to decrypt).

3) If you're gonna be a sam, then be one: buy wired reflexes.

4) If you have natural thermographic vision don't get replacement eyes. Natural thermovision beats out cybereyes almost every time.


Anything I forgot?
Arethusa
Well, wired's not absolutely necessary for a sam. There are other ways of doing it. But you do have the right idea, overall.
Kagetenshi
I'd say Rating 3 encryption is livable and Rating 5 is better. It's a rare situation when you'll need more than R5.

~J
TinkerGnome
1) Depends on your character and the team. The decker should have matrix contacts, the sammie should have mainly gear contacts, the face should have ALL the contacts wink.gif

2) Broadcast encryption 3 is more than enough for a starting character. The odds of someone getting two 7s on the decryption roll are not that good, considering a rating 10 decryption system only breaks it 50% of the time and a rating 6 about 25% of the time. Just the fact that it's encrypted costs your opponent enough time that you can change encryption codes and be on another set of channels entirely.

3) That's the difference between a street sam and a weapons specialist, in my opinion. Some sort of good reflex boost. However, I've recently become more interested in the idea of characters who don't use a reflex boost... but that depends entirely on the game you're playing in. If you regularly get ambushed and shot at, by all means, boost yourself through the roof. You can always yank them out later. Try to squeeze a reflex trigger in there, though. No good putting a round between a five year old's eyes while you're walking down the street and they make a sudden movement.

4) Amen. If you're an adept, spring for that .25 power point power, too. Also don't forget to slap in some kind of lowlight and flare comp (you can do that with goggles if need be).

5. Skillwires are your friend. Take a look at them before you write them off (I used to).

6. Having a chipjack or knowsoft link is a great way to blow .1-.2 essence. Just being able to read lingasofts can save your hoop.

7. A good sammy can take a gunshot wound. A great sammy never gets shot at in the first place.

8. Cyber eyes have a total accessory cap of 1.2 essence. Yes, you can hit that mark. No, it's not hard.

9. Routers are your friend. Get all of your cyber to talk to each other for ultra efficiency wink.gif

10. Always match up the grades of items and accessories (ie, alpha eyes require alpha modifications).

Oh, and here's Warpath's base cyber load, just as an example of what I've been leaning toward lately.

[ Spoiler ]
Diesel
I've preferred to go the route of "Heavy Recon". Ear and eye recorders, etc., with either the speed to keep me from being hit, or the body and armor to allow me to ignore it (but enough stealth to make sure no one shoots me to begin with!). I get whatever info neccessary, and when the run does happen, we're prepared to the last drop.
Gem the Troll
[5. Skillwires are your friend. Take a look at them before you write them off (I used to).]

I love skillwires...especially when you've got the rest of the hardware to use it properly. If you want skillwires, get the expert driver, the chip jukebox, and I think there's one or two more things to grab as well...it's worth it (task pool anyone?). If you're going to do this at character gen, take resources A...you can but A WHOLE LOT of rating 6 skills and anything else you're going to NEED.
Eyeless Blond
You guys really think rat 3 encryption's enough to start with? Hm. I guess getting more than 2 7s is a bit tough for most; point taken.

And oh boy did I see how cool skillwires are. Check it out:

[ Spoiler ]

Heck, while I'm at it, here's my gear:
[ Spoiler ]

and skills:
[ Spoiler ]


All in all, I'm not doing too bad, I think, but there's still lots of little mistakes (such as stuff I noted above) that smart runners wouldn't forget about. Anything else I'm forgetting?
Erebus
QUOTE (TinkerGnome)
5. Skillwires are your friend. Take a look at them before you write them off (I used to).


As a GM, I love skillwires for characters. Everytime I hear that weapon skills or B/R skills should be combined, I point to skillwires & all the various 'softs...

Spend the karma or the nuyen.gif to do it right.... or default. Your choice.

cool.gif
Kagetenshi
You aren't going to have two sevens on average until you hit 12 dice, which is impossible to do with just the decrypter. Yes, Electronic Warfare specializations can add some dice, but most people aren't going to be wandering around with Rating 10 decrypters and all.

~J
nezumi
Your skill soft system has a maximum rating of a single level 4 normal skill, or a single level 5 specialization. WHy do you have three jacks?
kevyn668
QUOTE
6. Having a chipjack or knowsoft link is a great way to blow .1-.2 essence. Just being able to read lingasofts can save your hoop.


Echo that! Having a datajack w/ a knowsoft link if ideal. Datajacks help you blend in more no matter where you are as long as you accessorize. wink.gif and the knowsoft link, for 1K (2k for Alpha) how can you go wrong? Its in the perfect "what if?" price and essence range.

Eyeless Blond
QUOTE (nezumi)
Your skill soft system has a maximum rating of a single level 4 normal skill, or a single level 5 specialization. WHy do you have three jacks?

'cause I didn't know there was such thing as a skillsoft jukebox until someone brought it up here. embarrassed.gif That's a biggie too; I can save almost half an essence point taking that out and playing with stuff. Hey, I just thought of another number to add. nyahnyah.gif
TinkerGnome
I stick with rating 3-4 skill wires and chips because the prices are exponential (MP size is rating squared times 3, for general skills). The cash cost and essence costs are low enough that you can add a large set of spare skills to a character without impacting your cash or essence overly much. When combined with a CED, you're looking at 6 or 7 dice (+1 for most things if you took enhanced articulation... and why wouldn't you?) for most tasks, which should be more than enough.

I generally chip things which I don't need often, like B/R skills, electronics, car, etc. Keep in mind that a skillsoft jukebox fed through a chipjack has to be vocally or manually controlled (the mental switching is just for datajacks). It's also a good idea to keep another jack able to feed lingasofts. You don't want to try to negotiate in Japanese with only one chip (the language or the negotiations) chipped at a time, do you?
RedmondLarry
At the far end of the spectrum is the Skillwires 6 with enough MP to host THREE activesofts at rating 6. (324MP) (976,000 nuyen.gif). Along with a CED[3] (15,000 nuyen.gif) and an Etiquette 3 chip, he's got 6,300 nuyen.gif left over for a pistol, secure jacket, and a lifestyle. wink.gif
FlakJacket
QUOTE (TinkerGnome)
4) Amen.  If you're an adept, spring for that .25 power point power, too.  Also don't forget to slap in some kind of lowlight and flare comp (you can do that with goggles if need be).

And always, always, get Improved Sense: Vision Magnification. Only costs .25 of a power point and counts as rating three. Okay so you don't get to use a smartlink with it, but it's nice to always be shooting at Short ranges with a base target number of four. smile.gif
Eyeless Blond
Wow, you guys chip Negotiations and Ettiquite? You're brave, man. smile.gif I'd never chip a Cha skill (heck, IMO they shouldn't be available as Activesofts in the first place.) And actually, couldn't you DNI-mod a jukebox to accept mental commands? It'd require taking up a datajack, but it's a far cry cheaper than a multislot chipjack and three ECDs. And yeah, I guess skillwires 5 w/ 50Mp is a bit expensive and kinda overkill. I probably should have gone with 4 and 48Mp, or even 4 and 32.

But about that flare comp and stuff; how do you get that in goggles/shades? I don't think I've seen any of that in these books. Or do you mean Smart goggles?
mfb
edit: deh, i'm dum.
Shockwave_IIc
QUOTE (FlakJacket)
QUOTE (TinkerGnome)
4) Amen.  If you're an adept, spring for that .25 power point power, too.  Also don't forget to slap in some kind of lowlight and flare comp (you can do that with goggles if need be).

And always, always, get Improved Sense: Vision Magnification. Only costs .25 of a power point and counts as rating three. Okay so you don't get to use a smartlink with it, but it's nice to always be shooting at Short ranges with a base target number of four. smile.gif

Ok, granted it's a house rule, but in my games you have to declear an aim action to gain vision mag bonus'es. Otherwise you'd be losing your perifarly vision. No corsponsedence shall be taken up with this..
mfb
if you've got vision mag, get a laser sight. if you're an adept, select sound filter isn't a bad sense to pick up--5 extra perception dice for .25 pp.
tisoz
With 3 chipjacks you could slot a biotech chip and get the CED bonu, and a medicine knowledge chip for complementary dice and a datachip with instructions for how that new piece of cyber connects. Or other similar set ups. Like Negotiation/Ettiquette, Psychology, and a linguasoft.
TinkerGnome
QUOTE
Wow, you guys chip Negotiations and Ettiquite? You're brave, man.  I'd never chip a Cha skill (heck, IMO they shouldn't be available as Activesofts in the first place.)

By canon they are. And if you get right down to it, there's at least some sense in Etiquette being chipable, since it's a lot of not stepping on toes and knowing the right ways to ask things. Negotiations is similar... there are only so many different ways to bargain or fast talk your way past someone. If you view it more as a filter that you feed your intended actions into and the chip takes those actions and makes them fit what it considers "good practices" it can work. Sort of. I'd never do it for a face type character, though.

QUOTE
And actually, couldn't you DNI-mod a jukebox to accept mental commands? It'd require taking up a datajack, but it's a far cry cheaper than a multislot chipjack and three ECDs.

According to the description, you don't have to DNI it to get it to work that way. It comes equipped to take mental commands through a datajack (only a datajack, chipjacks don't do two way traffic very well). The tradeoff is that you can't CED a datajack.

QUOTE
And yeah, I guess skillwires 5 w/ 50Mp is a bit expensive and kinda overkill. I probably should have gone with 4 and 48Mp, or even 4 and 32.

Why would you go with 4/32? A general rating 4 chip is 48 MP, and that's where the real bang for your buck comes from (not from the specialized skills at 32 MP). I'd do 5/75, 4/48, or 3/36. If you decide you're going to use a lot of skillsoft options later, you can up the MP ability of the system as a straight upgrade cost (see Cannon Companion). In general, I'd rather be running rating 3 general chips than rating 4 specializations.
QUOTE
But about that flare comp and stuff; how do you get that in goggles/shades? I don't think I've seen any of that in these books. Or do you mean Smart goggles?

I misspoke. You need to get the flare comp as a power/cyber/bio thing. Low light and thermo are available in goggle form (SR3 p 288 & 290).

As for vision magnification... Maybe it's not so much magnification as additional image resolution so that you really can see every spec of dirt on the hill a quarter mile without having to zoom in necessarily. I've always let it function as the book says, as an automatic thing.
A Clockwork Lime
QUOTE (OurTeam @ Apr 23 2004, 04:20 PM)
At the far end of the spectrum is the Skillwires 6 with enough MP to host THREE activesofts at rating 6. (324MP) (976,000 nuyen.gif). Along with a CED[3] (15,000 nuyen.gif) and an Etiquette 3 chip, he's got 6,300 nuyen.gif left over for a pistol, secure jacket, and a lifestyle. wink.gif

Actually, Skillwires are limited by Pulse *and* ASIST. To run three standard Rating 6 Activesofts (108 Mp) simultaneously, you have to have Skillwires 18/324. With a rating of 18, not to mention the nearly 3,000,000 nuyen pricetag, that makes it a wee bit out of touch for a starting character, too.

SR3 p. 301: "...these determine the total rating and total size of all activesofts..." CC p. 60 confirms this: "...ASIST rating (maximum and total skillsoft rating)..."
TinkerGnome
Pluscode! Err... maybe not.
Cain
1. Amen. You can never have too many contacts. Buy more, and don't forget to invest in some Level 2's as well.

2. Only if you're going to be the one handling coms. If you're not buying any gear, don't bother. If you're playing the com specialist, then buy everything at the max you can.

3. Wired isn't a necessity. Stealth Sams can be just as effective; if your essence is tied up with other things, boosted or (if your GM allows it) Snyaptic Accelerators can be just as effective. But yeah, a reflex aug is always a good idea.

4. That depends on how many things you want to stuff into the eye. If it's essence-cheaper to get the extras as retinal mods, do it. If it's about the same or only slightly more expensive, then stick with the natural. But if you're loading down your eyeballs with everything they can fit, you may as well go for the full replacement. (My idiotic story-- I didn't realize for a long time that I *could* get things like Flare Comp as retinal mods-- I thought I needed a full eye replacement to get it.)

5. Skillwires are quite useful, but don't depend on them or sacrifice too much for them.

My additions:

* Buy a smartlink. If your character's going to take any cyber, get a smartlink. It's way too useful for the cost.

* If you're going to get any bio, get Enhanced Articulation. It gives you some huge bonuses, and it's perfectly legal to boot.

* You may have gotten a lot of guns or only a few; but whatever you are, or how many you have, remember this-- Don't forget to buy ammo!

* If you do remember to buy ammo, don't forget to buy clips to put them in!
TinkerGnome
Also, never underestimate the value of a good taser. It's got crappy range, but it's about the only thing a street sam has that can deal with spirits early on (or at all, in some cases).
Kagetenshi
QUOTE (Cain)
* Buy a smartlink. If your character's going to take any cyber, get a smartlink. It's way too useful for the cost.

If you're going to be a Rigger, you can afford to shave it down to just the processor, but it's still worth every penny and drop of Essence.

~J
Abstruse
Things I Learned from 12 Years of Shadowrunning:
(Spoiler Tag added because it was just too damn long)
[ Spoiler ]

The Abstruse One
Garland
RE: #5 in the spoiler'ed section:

You always have people kidnaping your "depends"?!? Man, that's a tough neighborhood. rotfl.gif
toturi
1) As an adept always buy the vision mods, in order of preference, thermo, lowlight, flare comp, vision mag. Some guns come with vision mags, so don't waste your power points.

2) Two contacts are alright, but always remember to buy that Etiquette. If you want to buy that Level 2, for god's sakes, buy a Friends in High places instead. Never buy Level 2s unless you have really good Etiquette or Negotiations or a real perfectly clean SIN AND a get-out-of-jail-free card. Level 1s are less likely to betray you than Level 2s (Int 5 vs Will 4). 2 Fixer contacts are perfectly acceptable for the average runner. Less people you know, the less people can betray you (As a GM, I love screwing Faces while most other GMs consider them the fair haired children, ever heard of the wrong party rolls?)

3) Either use a weapon or not at all. Walking in the middle of the road gets you squished.

4) Always have a weapon. You do not have to use it.
Eyeless Blond
QUOTE (toturi)
2) Two contacts are alright, but always remember to buy that Etiquette. If you want to buy that Level 2, for god's sakes, buy a Friends in High places instead. Never buy Level 2s unless you have really good Etiquette or Negotiations or a real perfectly clean SIN AND a get-out-of-jail-free card. Level 1s are less likely to betray you than Level 2s (Int 5 vs Will 4). 2 Fixer contacts are perfectly acceptable for the average runner. Less people you know, the less people can betray you (As a GM, I love screwing Faces while most other GMs consider them the fair haired children, ever heard of the wrong party rolls?)


Not quite. It's an opposed Int (6) test for L1 or an opposed Wil (5) for an L2. Oddly, since it's an opposed test neither one is intrinsically any more advantageus for the runner unless the contact has a higher Wil than Int. Also note that FiHP costs two build points, a very significant amount. OTOH an L2 contact really doesn't cost much more than an L! contact (L3s are almost right out though.)

QUOTE
3) Either use a weapon or not at all. Walking in the middle of the road gets you squished.

4) Always have a weapon. You do not have to use it.

Er, huh? Doesn't 4 contradict 3 here?
Eyeless Blond
QUOTE (TinkerGnome)
Also, never underestimate the value of a good taser. It's got crappy range, but it's about the only thing a street sam has that can deal with spirits early on (or at all, in some cases).

That's a good point. Short of carrying an internal air tank of FAB III, what are some good ways for mundanes to take care of spirits and other magical effects?
TinkerGnome
For spirits, your real options are high explosives (IPE offensive grenades shake up anything less than force 8) and tasers (use the one in the BBB, it's got a higher power, if lower damage level). You could also, in theory, use your willpower and charisma to attack them... but that's probably not going to end well for most sammies (a face might manage it). If your GM doesn't agree with the FAQ's "immunity = hardened armor" ruling, then full auto with just about anything should handle a spirit.

For most other magical things, you don't have a lot of options. Which is why "geek the mage first" is standard operating proceedure.
A Clockwork Lime
QUOTE
2) Two contacts are alright, but always remember to buy that Etiquette. If you want to buy that Level 2, for god's sakes, buy a Friends in High places instead. Never buy Level 2s unless you have really good Etiquette or Negotiations or a real perfectly clean SIN AND a get-out-of-jail-free card. Level 1s are less likely to betray you than Level 2s (Int 5 vs Will 4). 2 Fixer contacts are perfectly acceptable for the average runner. Less people you know, the less people can betray you (As a GM, I love screwing Faces while most other GMs consider them the fair haired children, ever heard of the wrong party rolls?)

Level 1: An opposed Intelligence (6) Test to see if the contact can recall information about the runner.
Level 2: An opposed Willpower (5) Test to see if the contact can successfully refuse to answer questions about the runner.

Note the big difference between those two underlined bits in particular. A TN of 5 is also twice as easy to hit as a TN of 6, so a level 2 is twice as likely to succeed at keeping his mouth shut as opposed to sing like a bird for the level 1. Also, a level 2 is more likely to lie in defense of the runner, and will most likely call to let the runner know what happened after the fact. A level 1... not so much.

But the fact that you admitted you get your jollies "screwing" a contact-heavy character more than hints at your style of GMing... so I guess it's a moot point all around.
Eyeless Blond
QUOTE (A Clockwork Lime)
Level 1: An opposed Intelligence (6) Test to see if the contact can recall information about the runner.
Level 2: An opposed Willpower (5) Test to see if the contact can successfully refuse to answer questions about the runner.

Note the big difference between those two underlined bits in particular. A TN of 5 is also twice as easy to hit as a TN of 6, so a level 2 is twice as likely to succeed at keeping his mouth shut as opposed to sing like a bird for the level 1. Also, a level 2 is more likely to lie in defense of the runner, and will most likely call to let the runner know what happened after the fact. A level 1... not so much.

The problem with all of that is that they are both *opposed* tests, so the change in target numbers really won't change the probability of the contact succeeding. Those opposed tests weren't very well thought out anyway, particularly the opposed Int test for L1 contacts. What, if the contact *suceeds* his side of the test then he can't remember anything; he can only remember stuff about the runner if he *fails* the test? You also get the odd paradox that a low-Wil high-Int person is better to have as an L1 contact than an L2 contact, which is IMO pretty dumb although there are certainly real-world examples of such a thing.

That last part though is very true.
Kagetenshi
I think if the Int test succeeds they can remember stuff about the runner and may potentially squeal. Thus, if you know a really smart person you should become good friends with him or her fast.

~J
moosegod
QUOTE (Eyeless Blond)
QUOTE
3) Either use a weapon or not at all. Walking in the middle of the road gets you squished.

4) Always have a weapon. You do not have to use it.

Er, huh? Doesn't 4 contradict 3 here?

You just need to stop thinking. wink.gif
Eyeless Blond
QUOTE (Kagetenshi)
I think if the Int test succeeds they can remember stuff about the runner and may potentially squeal. Thus, if you know a really smart person you should become good friends with him or her fast.

~J

Huh. Okay, so since it's an opposed test you had better make sure that you have a complete idiot do all your interrogation work. That way the L1 contacts will be certain to remember every detail of the runner. nyahnyah.gif
Kagetenshi
Ah, I see then. How odd.

~J
simonw2000
QUOTE (Abstruse)
25. Never get into a drinking contest with Perianwyr.  You'll end up insulting his mother on Shot 28 and end up dinner.  And you'll lose.

Did that REALLY HAPPEN? rotfl.gif
Abstruse
Yep. Denver game right after an old friend got YotC, so we were hanging out in Peri's new club. Everyone was screwing around waiting for the meet and the "real" game to start, so I decided to challenge him to a drinking contest. We figured the best way to do that would be roll Body to figure how well I could hold my liquor, failing means I get -1 to either Int, Wil, Chr, Qui, or Rea and success gets +1 Str, TN starting at 4 and going up 1 for every (Body) drinks. Any attribute goes to 0, you pass out. Guess what attribute my mage decided to skimp on? nyahnyah.gif

Effects so far: -5 Int, -4 Chr, -4 Wil, +2 Str, -6 Qui, -4 Rea (That put me at 1s across the board except Bod 3 and Str 4)

TN: 13

Roll: 1 1 1

Result: Make a Willpower save or say something you shouldn't.

Roll: 1 (karma pool used for re-roll) 1

Result: Me cursing loudly. The GM telling me what I said. Me cursing even louder. Chomp.

Luckily, the GM let my "twin brother" take on the run with the group after the meet so I wouldn't have to go make another character from scratch. I wish he hadn't moved away frown.gif

The Abstruse One
RedmondLarry
Abstruse, your GM went easy on you. Our GM doesn't let you use Karma Pool to reroll when you get all 1s, he says it's a book rule (SR3.246 "Avoiding an Oops").
Lantzer
QUOTE (Eyeless Blond)
You guys really think rat 3 encryption's enough to start with? Hm. I guess getting more than 2 7s is a bit tough for most; point taken.

It's not just that - and encrypted network is sort of like a the rigger's equivalent of Masking. Not in the sense that it hides you in any way, but in the sense that your opponents can't even _try_ to mess with your signals if they don't already know that you are encrypted and have the extra gear to decrypt you.

Not _every_ rigger is encrypted. If they were, it wouldn't be an add-on would it?
Abstruse
Yeah, we fudged that I guess. But since it was one die, you gotta give me a break!

The Abstruse One
Kagetenshi
QUOTE (OurTeam)
Abstruse, your GM went easy on you. Our GM doesn't let you use Karma Pool to reroll when you get all 1s, he says it's a book rule (SR3.246 "Avoiding an Oops").

His GM wasn't being nice; quite the opposite, normally he'd've spent that point of karma to avoid the Oops and have dealt with the consequences of his failure, which probably wouldn't have been deadly (not being Oopsed and all).

~J
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