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Samoth
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?
Shortstraw
A true combat monster may be difficult but a good face should be fairly easy.
Repulse
How about just having licenses for your restricted gear, that's legal...
ElFenrir
Well, for starters-Custom Cyberlimbs are 100% Legal. You can't add enhancements beyond that(those are restricted), but you can have a solid set of cyberarms, for example, with no problems.

There are several bits of bioware(bone density, other odds and ends), and cyber that have no Restricted or Forbidden rating. Skillwires are legal as well. (Bone lacing is Restricted. Bone Density is 100% legal. If I had to guess why, Lacing grants Armor, which seems to be the cincher for it. Fun Fact: Bone lacing used to be forbidded; methinks that the people realized 'welp, density has no reason to be restricted, let alone forbidden, but the armor these things grant might make them better as restricted.' )

You could piece something together with that.

DrZaius
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
Samoth
Sadly, the Vehicle Control Rig is Restricted at all levels.
SpellBinder
Don't forget to be a SINner, or else the whole character is illegal wink.gif
Belvidere
In theory if you have SINNER and buy licenses for any restricted gear or forbidden gear you have, then there should be no issue. Until someone spots it doing something illegal.
BlackJaw
I'd be tempted to make a face with decent mental stats and a set of skillwires loaded with useful technical skills. Being able to load up the correct Profession based Knowsoft would be helpful in posing as various roles for gaining access to compounds. It would also let you act as the team medic (medkits are safe) if needed. Hell the old "I'm a paramedic, there is medical emergency on floor 35, let me in!" trick can be rather effective.

A smuggling compartment or skin pocket (oddly legal) would make it easy to bring in a taser and flashpack, and some decent Sneak (also useful for trailing people) would let you get around inside once your talk your way past guards. The only trouble with this build is that you won't be able to buy a mag-lock sequencer or even a set of lock picks. I'd pickup the requisite skills (Hardware, Locksmith) or skillsofts, a set of electronics tools, and the Jurryrigger positive quality, which will let you handle such security devices without needing the exact right tools. You'll be able to pick locks with paperclips and hotwire mag sequencers with the foil wrappers on bubblegum... no illegal gear required.

For dealing with combat I'd focus on the taser (great for disabling random guards/etc) and a good gymnastics for dodge. You aren't a combat build, so you want to just be able to survive while the street sam or combat adept deal with real firefights. Dropping a flash pack and Running may prove helpful if you encounter more resistance inside a compound than expected, otherwise you want to be able to take down the average security guard you happen to sneak up on.
Sendaz
Well if you are planning to go 100% legal, then you wouldn't want to endanger that legal status with messy shadowruns.

Might we suggest as an alternative the Pastry Adept?

This specialist is always in high demand for his truly magical doughnuts and other tasty treats.

Which by the way is an easy way to get several high level law enforcement contacts. wink.gif

Go Pastry Mystic Adept for the ability to summon spirits for fast deliveries out in the field.
Raiden
adept powers are legal. a lot of mage spells are restricted. adept is fine and legal no matter what oddly enough. Also. restricted gear IS legal, be a SINNER and get a license for it.
Wakshaani
The Face is the natural for an all-legal character. The Archetype Face in SR5 nearly puls it off (Drop a gun or two and he's in), and the Weapons Specialist can as well, depending on what gear you're taking in. They're both designed to get in with minimal gear, then do their thing from there, but the Specialist can also go on loaded for bear and take out a joint.

It's always nice when you have people that breeze through both cyber-scanners and astral security. smile.gif
Tymeaus Jalynsfein
QUOTE (Wakshaani @ Aug 14 2013, 03:49 PM) *
It's always nice when you have people that breeze through both cyber-scanners and astral security. smile.gif


Adept with Masking, for the win. smile.gif
Neraph
Pepper Punch is completely legal, as are gas grenades and the Super Squirt.
Slide
8 Edge.
Tymeaus Jalynsfein
QUOTE (Slide @ Aug 14 2013, 04:53 PM) *
8 Edge.


Edge 8 AND a Super Squirt. smile.gif
Slide
QUOTE (Tymeaus Jalynsfein @ Aug 14 2013, 07:11 PM) *
Edge 8 AND a Super Squirt. smile.gif

Everything else is arbitrary.
Tymeaus Jalynsfein
QUOTE (Slide @ Aug 14 2013, 06:12 PM) *
Everything else is arbitrary.


or Random... spin.gif
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