QUOTE (Samoth @ Aug 14 2013, 10:18 AM)

I wonder if it is possible to make an effective character who is totally above the law. I would like to have zero restricted or forbidden gear, which makes me think that an adept would be the best choice, yet aren't magical characters themselves restricted (requiring a license to practice?), but basically all magical gear is restricted or forbidden anyway. Of course riggers and deckers are out, but I suppose Technomancers may be allowed since I'm not sure if they need to be registered or not.
As for gear, Combat Knife/Club, bows, flashpak grenades and tasers are about all you can use. It's bizarre that Shock Gloves and Stun Batons are restricted, so sadly they are out of the equation. Cyberlimbs are fine as long as you don't get any stat enhancements (though added armor is OK), there are a few useful cyber/bio choices, and plenty of gear to choose from.
Can a useful character actually be made following these rules?
Cyberlimbs, and customization, is completely legal (Enhancements to that limb are not, and cyberweapons are definitely frowned upon).
Cybereyes and ears and their various enhancements are mostly legal (excepting things like a smartlink).
Skillwires are legal.
Rigger modification is legal.
Commlinks are legal. (Hot sim is not).
Light Crossbows and all Bows are legal.
Most of the clubs are legal.
Tasers (as you mentioned) are legal.
I think you could make a pretty crappy rigger, who only had 1 round to do stuff on. A fully cybered character who just punched stuff could do a bunch; and you could fill his limbs with various surveillance equipment to make him useful. Additionally, as previously mentioned a face doesn't really need to fight at all, so they could probably be made pretty easily given those restrictions. If you keep with the "Pacifist" negative quality, then the world opens in terms of what equipment you're going to by regardless.
-DrZ