· 8 years ago · Jan 26, 2018, 02:30 PM
1<<Connected to the matrix>>
2 <<logging in.. . . . .>>
3 <<user id unverified>>
4 <<So you want to be a shadowrunner?>>
5
6Ho chummers. We’ve have spent the last month or so helping to streamline people’s characters, making sure some stuff isn’t missed. There have been some consistencies across the sheets, so we’ve put some of these things here for people to reference.
7
8Character Creation Software
9
10Shadowrun character creation is complex and easy to make a mistake in. We suggest using character creation software. Chummer and HeroLab are the popular ones. Chummer is free, supports all the existing books but is a hobby project and can be buggy. Herolab is a Licensed product with a free demo mode that currently only supports Core and Run & Gun, but is updated more regularly and has full rule text in program.
11
12Chummer, Herolab.
13
14Character Creation
15
16Let’s talk about what you need for your character, the general stuff. Before we start talking about roles, we’ll cover the role-independent things and how they affect your character.
17
18Attributes
19
20Minimum Attribute Levels. When you have an Attribute at a rating of 1, you are functionally handicapped in that area. For example, 1 in agility makes you clumsier than pudding. Furthermore, dumping stats removes your ability to default on related skills; the defaulting mechanic lets you roll 1 less die than your attribute if you don’t have any ranks in the skill, which means no roll for attributes with a 1.
21
22Body & Willpower: Body and Willpower determine the amount of Physical and Stun damage your character can sustain before dying or passing out. You don’t want to pass out in the middle of a run do you chummer? The increase from 2 body/willpower to 3 will give you one extra box of Physical or Stun condition monitor which is a large increase in survivability.
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24Additional Body will let you soak damage better while Willpower will protect you from magic. They will collectively improve your ability to heal naturally. They will also help to combat the negative effects of drugs and toxins
25
26Edge: Edge is a measure of luck, and Edge points can be used to reroll your failures, recover from a glitch, or even cheat death. Higher edge pools allow for more ability to cope with things going wrong or the dice going against you.
27
28Initiative: This is Reaction+Intuition +d6. Fast Runners get to do more when the heat is on, which means more decking, magic, shooting or whatever you’re good at. The average d6 roll is 3.5, so when optimising your initiative, do not put excess effort into it unless you will move your average initiative so that you would pass a multiple of 10 and get another initiative pass.
29
30Skills
31
32The vast majority of the rolls you make in any shadowrun will be skill rolls. The skills central to your role should be at levels where you can reliably win normal and contested checks. You should also have a number of ‘every runner’ skills, things which even though you might have them at low levels, they will be incredibly useful.
33
34You check skills by rolling [Skill] + [Attribute] against a threshold. Tough static thresholds or opposed rolls by opponents will require 4 hits to overcome. The table below shows the probability of getting at least that many hits when rolling a number of dice. Floating between 65%-75% for the number of hits you’ll need is a good plan.
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36
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38Because of this, for your key role related skills you will want to be rolling at least 14 dice. For your specific thing that you guy is the best at? 15 is a good number to first step, but climb from there. And listen, Chummer, these dice pools are easy to achieve at character general. A high skill and high attribute will get you over 10, and specializations and role-specific enhancements make up the rest.
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40Various roles have extra things they can do to get to these dice pools. For shooters, Smartlink and ‘ware provide extra dice. Deckers should pick up Cerebral Boosters and Codeslinger. Mages get Foci and Mentor Spirits. Social characters can get Tailored Pheromones and First Impression. Adepts are dirty cheaters and get to be absurdly good at whatever it is they choose, easily reaching 20 or more dice.
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42Also be wary of small, odd-numbered dice pools, especially with your side skills, as they dramatically increase your chances of glitching:
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44
45Pool 1 2 3 4 5 6 7 8 9 10
46Glitch 16.7% 2.78% 7.41% 1.62% 6.23% 0.87% 1.76% 0.46% 0.9% 0.24%
47
48Finally, the Default mechanic will allow you to roll [Attribute] -1 for most skills if you attempt to use them without any points in them, so don’t feel you have to spread yourself too thin. For instance, a high-Agility character can typically Default without worry on Palming and the like.
49
50
51The Core Ones
52
53These are a few skills everyone needs. Not because you’re a specialist, but because they’re so amazingly useful and common that you do not want to be defaulting on your skills all the time.
54
55A ranged weapon skill of your choice (Spec: Your Weapon Type): The ability to shoot is amazingly useful; even unspecialized chummers should be be reliable shooters. Having one weapon skill you’re well trained in will generally serve you better than purchasing several weapon skills at lower ranks.
56
57Automatics are a generally good choice: machine pistols are concealable and comparable to heavy pistols at low dice pools, while SMGs and Assault Rifles can do a lot of damage even in unpracticed hands. Pistols and Longarms are also viable, but can end up situation-specific. If you don’t plan on firing your gun, and are only carrying it in case everything else goes as wrong as it possible could, either Pistols or Automatics (with a Machine Pistol) are your best bets.
58
59Perception (Spec: Visual): This is one of the most used skills, and 90% of all perception tests are vision-based, so you might as well specialize for using those peepers. You wanna search a room, chummer? Roll perception. How many guys are still up and shooting you? Roll perception. Is that guy who just sat down readying a weapon under the table? Roll perception.
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61
62Perfect-Fit Recommendations
63
64
65The following are highly recommended skills for a variety of roles. Several come as the recommendation by way of suggestions that you don’t want to default in them; even 1 point will help.
66
67Con (Spec: Fast talking): Lying is survival skill. If you anything close to decent Charisma, 1 or 2 points here can help you bluff your way past all sorts of people. It probably won’t hold up against guards, but nosy neighbors will be on their way. It also helps you lie to people you ask about things you shouldn’t be asking about.
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69Computer/Hardware: Our world today runs on computers, how do you think 2075 looks? Everything’s more integrated, on every level. Knowing at least a little bit about them can help you. Note to all you guys you wanna be would-be ninjas, hardware is vital to bypassing security measures (like alarms and cameras).
70
71First aid (Spec: Bullet Wounds): You will eventually get hurt. It’s probably going to be from gunfire. First aid is the quick way to help fix that up. You don’t need many points in it because medkits are cheap and available and provide bonus dice. You must have a medkit to use first aid. It does not need to have supplies, just the physical unit.
72
73Gymnastics: Want to vault that fence and not look like a jackass? That will be some gymnastics test. Slippery freshly waxed floors? Gymnastics test. Some defensive actions relating to melee combat give you a bonus based on your gymnastics score.
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75Running (Spec: Sprinting): Sometimes its time to go. This is mostly listed to bring attention to the specialization, which is free dice for running somewhere during combat.
76
77Sneaking (Spec: Urban): As a deniable asset doing illegal things, at some point you will need to avoid detection or notice. The urban specialization will cover most of your activities as runs generally occur in cities and similarly populated areas. Keep in mind this also works in reverse - you can use sneaking to follow or find people when appropriate.
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79Gear
80
81Gear is the bread and butter of Shadowrun. This is where it starts to get fun with a billion toys and gadgets. You wanna be more machine than man? We can do it. You wanna zip around like batman? Totally possible. But before we get there, let’s look at some bare essentials that are so often overlooked.
82
83Weapons
84
85Regardless of your situation at some point you will at least need to look menacing with a weapon. It can pay off to hide the fact your main contribution to a fight is not through weaponry. Weapons are also useful when your main contribution isn’t working or not an option. Finally, people who walk around unarmed are targets because they’re weak or targets because they’re important. Don’t become a target, chummer.
86
87It doesn’t really matter what your weapon is, so long as you have one and you can use it. There are, however, a few key points:
88◠Non lethal option: It’s just more professional to leave unconscious people than dead bodies behind. The corporations know shadowruns happen, but they prefer to minimize the extra expenses they inflict (and suffer in turn). It costs time and money to cover up dead guards, and generates really bad press. Send them home to their families. Corps may even make a note and hire you at some point for a covert thing if you are known to be particularly professional.
89â— Stealthy Option: Grab a silencers and put it on a weapon you can hide. Preferably get a weapon specifically for stealth, with good concealment, a silencer, and load it with your non-lethal ammo, so that you can switch to a more serious weapon when stealth goes out the window.
90â— Ammo: Standard bullets hurt, but there are much better options. When you are pulling your trigger,. you are not shooting to inconvenience: you are shooting to put someone down, and fast. At character creation, you really only have 2 options: APDS and Stick N Shock.
91â—‹ APDS: When you absolutely need stuff dead. It takes off what is likely a quarter of their armor soak (not armor+body), which does a couple of things: it means more of your hits are likely to cause damage, and the damage has a better chance of being physical.
92â—‹ Stick N Shock (SnS): There are a few non-lethal ammo types, but SnS is still the go-to recommendation. Its electrical damage is hard to beat: it deals physical damage to drones/vehicles, provides -5 ap (excepting non-conductive armor), bestowing -5 Initiative to anyone hit that combat turn, and providing -1 to all actions that combat turn.
93â— Spare Clips: Having a prepared clip of ammunition allows you to reload rapidly in a firefight. You should have at least two clips for every ammunition type you possess for every weapon, remember you get one clip free with the weapon.
94â— Knife: A knife or small blade is useful out of combat. If you have a Low or higher lifestyle, you can probably get one out of your kitchen for free.
95â— Grenades: Can be broken up into several sections. The main advantage of grenades is that they are area-effects that are difficult to avoid (see Run For Your Life, RnG p. 125)
96â—‹ Flash-bangs: More accurately, a concussion grenade. 10S and -4AP with a fixed blast radius can deal massive damage to an entire team.
97â—‹ Flash-Pack: Provides a -4 vision penalty to actions (such as firing), which may be compensated for with visual modification.
98â—‹ Fragmentation: Limited range grenade for unarmored targets with large blast areas. High explosive grenades are generally preferable. Used in tight quarters, this will create chunky salsa.
99â—‹ High Explosive: With armor piercing and a high damage code, this grenade is likely to kill people in the way. Used in tight quarters, this will create chunky salsa.
100â—‹ Smoke: Smoke and Thermal Smoke grenades are useful for blocking lines of sight, allowing for strategic retreats or closing the melee gap.
101â—‹ Gas Grenades: Gas grenades are useful for ignoring high armour on biological targets. Contact gases work better than inhalation gases as they are less likely to be counteracted by a respirator or gas mask, but remember that high-end HTRs will likely have full chemical seals.
102
103Armor
104
105At some point you will get shot at. You’re a criminal with a gun, fighting “good†guys with guns. At some point, one of those guns is going to end up hitting you. Lucky you, there are some options for dealing with that. First, let’s talk a little about making sure those bullet holes aren’t soo serious. You’re going to want to armour two areas:
106â— Headgear: A helmet or ballistic mask. For 100Â¥ (150Â¥ for mask), it gives +2 armor. These are also great for loading up with extra electronics, gas masks and sensors. People rarely raise eyebrows at motorcycle helmets if you are actually driving a motorcycle. The masks are a bit more obvious, but either way you should take it off indoors: it would be rude not to.
107◠Body: There is no reason to not have at least an armored jacket (12 armor, 1000¥) at character creation. They’re protective, cheap and can be packed with all kinds of modification.
108So far, that’s 3 Body + 12 Armor + 2 Helmet Armor = 17 “soak diceâ€, or dice used to soak damage before marking your Condition Monitor. Remember that if you take less damage than your total armor (after armor penetration), Physical Damage is reduced to Stun Damage, which is much easier to heal. Most weapons do about 8-9 damage, so we’re in a good spot with that.
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110
111There are other options for increasing your armor and concealability for weapons, but this is the minimum. If you find yourself with some extra nuyen, Run & Gun has a fine selection of additional outfitters. If you can afford it, a Sleeping Tiger does double-duty as a stealth kit and combat armor, while Mortimer of London and Vashion island both have fine selections of coats that hep stop bullets. Forearm Bracers can hold anything from an area jammer to a lockpick set, and provide an additional armor. Social characters should aim for something out of these collections either during or soon after character generation for their social test bonuses.
112
113There are a number of useful armor modifications, but many of them come with their own drawbacks and problems. The best of the bunch include:
114â— Nonconductivity: Remember how we said Stick n Shock was great? Well, everyone else seems to think so, too.
115◠Thermal Damping: It’s an easy way to slip past thermal sensors and hide against people with thermographic vision.
116â— Gel Packs: While good, they do come with a risk of being knocked on your ass if you get hit too hard.
117â— Ruthenium Polymer Coating: Look, the low-level stuff is trash, but the high-level stuff will turn a good hiding spot into a great one.
118
119Electronics
120
121The matrix is everywhere. One of the best things about shadowruns is that you aren’t only encouraged to talk every step through with your entire team, but you have the tools to do it. Each team usually syncs up their commlinks to a group call. Combined with a Direct Neural Interface, this allows the team to share what they are seeing, hearing, and thinking at near-instant speed. No team member ever needs to deal with not knowing what’s going on on the other side of that door; their team members can show them. To accomplish this, we need two things:
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123DNI (Direct Neural Interfaces): A Direct Neural Interface is a connection between your mind and your electronics. They let you interact with your electronics, and thus the matrix with thought alone. Without one, you’re limited to physically interacting with your commlink, not a good thing in the middle of a firefight. Direct neural interfaces come in two main forms: datajacks and trodes. A datajack is like having a usb port in your body. Typically somewhere on your head or neck. Trodes are a piece of headgear that allows you to have the same options as a datajack without chopping up parts of your body.
124
125Commlinks: A commlink is an all in one wireless communication device with ostensibly unlimited storage and ultra speed data links. They will also form the center of most runner’s wireless hubs. You’ll slave devices to them, set up PANs, and use them to fend off hackers.
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127Commlinks have Firewall equal to their Device Rating, so you’ll likely want something with at least Device Rating 4 to defend against hackers unless you’re a Decker or Rigger. But you can figure all that out, chummer. There’s something else we have to discuss: the burner comm.
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129Just like modern-day criminals often maintain and swap around numbers of low-end phones, ‘runners can maintain and swap around low-end commlinks. The Meta Link is a Rating 1 device for a mere 100 nuyen, and an extra two or three open up dozens of additional options: you can use one to broadcast your SIN from your apartment while you’re out running, and all of these other great options:
130◠“Untraceable callsâ€. Can’t call back a destroyed phone.
131◠Communicating with people you don’t want knowing your main commcode, Lone Star for example and Mr Johnson especially.
132â— Impromptu detonator
133â— Handing to people who you want to contact you back covertly(the homeless and street urchins make great spies)
134◠Poor man’s data tap (direct connection to a device, and then leave the commlink)
135â— Planting on people for tracking
136
137Seeing (and Hearing) the world
138
139The world is full of color, and most of it can’t be seen with your eyes. In the bright new world of the 2070s, everything from shop displays to billboards appear only as Augmented Reality Objects (AROs). There are a number of ways to experience these:
140
141DNI: Anyone with a DNI will experience any AROs as if they were physically there in the real world.
142
143Direct Implant: Direct implants add devices to your existing eyeballs and earballs. This is an option for characters who don’t mind the essence loss. You probably don’t want an image link or thermographic vision installed this way, but a Smartlink system will provide an additional bonus die when run wirelessly with a direct-implant system, for a total augmentation bonus of +2 (instead of +1). Flare Compensation, when directly implanted, provides a small additional bonus against Flash Packs, so they should be installed if you elect to go the cybereye route. The only audio-based cyberware that must be directly installed is a Balance Augmenter, which provides +1 to all tests involving balancing, climbing, landing jumps, et cetera.
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145Vision devices: These can wirelessly connect to your commlink to display AR information. They’re also very useful for holding vision enhancements.
146◠Contacts lenses: This is your first layer of vision. It’s also where you put the most important things, because if “they†are removing your contacts you’ve got bigger problems. Good things to have built into your Contacts include an Image Link and alternate vision modes. The Image Link will allow you to send and receive images from your connected people. Low-light or thermographic vision will stop you needing to break out a flashlight mid-run. A smartlink can also go here for combat-oriented characters that do not use augmentations (e.g., gun adepts).
147â— Larger vision devices: Glasses, Goggles, Masks and Helmets can all accommodate the same kinds of things as contacts, but more of them and other modifications, such as vision enhancement, as well. As mentioned above, Masks and Helmets also convey armor bonuses.
148◠Cybereyes: Cybereyes are a bit of a mixed bag. They cost less essence than getting direct implants, but they’re more expensive than any other option. Also, in the very unlikely event that someone might attempt to hack your cybereyes (because you were foolish enough to run cybereye vision enhancement wirelessly), you’ll want to slave them to a high-end commlink.
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150Audio Devices: These are a cheap option (especially earbuds) which can contain audio enhancements and let you hear AROs. Some useful enhancements include:
151â— Select Sound Filter allows you to filter out and amplify specific sounds, including:
152○ A safe’s tumblers
153â—‹ A conversation on the other side of the room
154○ A guard’s footsteps
155○ A vehicle’s approach
156â— Audio Enhancement allows you to hear faint sounds better, giving you additional dice to perceive sounds. This is critical when you need more warning or you are trying to listen for certain sounds.
157
158The ability to improve your hearing can be useful in a variety of ways. At 300Â¥ for earbuds, the opportunity cost is so low that you should grab them.
159
160Healing
161
162Sooner or later, no matter how well armed, how armoured, and how well you were looking out, you’re going to get hit. Who wants to wait around to heal the slow way? We sure don’t. Let’s get you on your feet, chummers.
163
164Trauma patch: Trauma patches are 500Â¥. In the case where you need one you will be glad you have it. Its wireless bonus is what makes it, and stops someone from dying. Slap it on and you stop bleeding out in the short-term. There are other ways for it to happen, this is the only guaranteed option. Everyone should carry one, you cannot trust your team member will always have one, or be willing to use it on you.
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166Medkit: A Rating 3 medkit is described as pocket sized. That’s probably a small suture set, as few bandaids, some gauze, a few aspirin, and a tiny device that views situations and produces the appropriate AR overlays when wireless is available. The most important function of the medkit is allowing you to use the first aid skill. In addition to this it also gives you bonus dice to your first aid roll.
167
168Papers Please!
169
170SINs are how the world knows you are a person, and they are required from everything from buying groceries to paying rent to travelling. Fake SINs of Rating 2 will survive day-to-day affairs, while more serious scrutiny (such as law enforcement) has a high chance to detect it. For this reason, a Rating 4 Fake SIN is almost considered a must have item.
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172Lower rating Fake SINs can be purchased as “disposable†identities to commit crimes and then toss. Alternatively, a “legal-life†Fake SIN can be maintained for rent and groceries so that you don’t have to move when your current Fake SIN gets broken.
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174Licenses
175
176Restricted items require an associated license to go with them. You can hide your activities and hope that no one ever links those activities back to you, or you can get a few fake IDs (called SINs) with associated licenses to cover the behavior. Licenses are connected to a SIN so every SIN will need its own set. If you don’t plan on doing or using certain things with a particular SIN you don’t need to purchase a license with it. For example:
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178Valanthos has his criminal identity John Adams which has licences for heavy firearms, drugs and all sorts of things his civilian identity, Louis King, only has a drivers, pistol and cyberware license (as he can’t hide that).
179
180Mages need a license to practice magic, and Deckers need a license for hacking tools.
181Some common licenses for a runner to possess include: Driver’s License, Concealed Carry License, Weapon Class Licenses (Heavy Pistols, Assault Rifles), Restricted Cyberware License, Restricted Bioware License, Restricted Equipment. Note that if you have a weapon class license and some weapons of that class are forbidden the license will not cover those.
182
183Some more imaginative licenses which provide additional opportunities include: Bodyguard License, Medical License, P.I. License.
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185Items that are F cannot have licences to make them okay to carry. They are forbidden for a reason. With some luck(and some other factors) you could get away with just having the items confiscated.
186
187Drugs
188
189Drugs allow you to trade an immediate boost for a penalty later, perfect for all those runners who can’t afford the flashiest augmentations or won’t implant them. Drugs can be a double-edged sword, so don’t take them lightly.
190
191The Initiative Boosters
192
193I always believe that these are the drugs that really go that extra mile and that most runners who do use drugs probably use one of these.
194
195Cram: It’s a poor man’s Jazz. The boosts are fine on their own, but the speed means it has to be taken well in advance and the comedown delivers 6 unresisted stun damage. It lasts for hours on end, however, so it may be a perfect fit if you can predict your job’s timetable.
196
197Jazz: This provides a better boost than Cram, gives you an extra 3.5 into your initiative pool on average, and hits you a lot faster. The only downsides to being a Jazzman is that it only lasts between 10 minutes and an hour, and when you come down you suffer a -2 penalty to everything you do for 10 minutes. If you take three stun damage while on it, that’s the same penalty as Cram, with a shorter recovery time.
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199Kamikaze: This drug is a tailored combat stimulant; it makes you harder, better, faster, and stronger with bonuses to Body, Agility, Strength, Willpower, Physical Limit, Initiative, and the ability to ignore pain. It’s scary stuff, but sometimes scary is just what you need. Like Jazz, its effect is instantaneous and it lasts between 10 minutes and an hour. Unlike Jazz, you’ll need a bed afterwards. but afterwards you’re going to need a bed due to stun damage and limit reductions.
200
201Dealer’s Choice
202
203There are some other drugs that can give you a big edge: big bad boys of the drug world that that you should also consider include:
204
205Deepweed: Boosts your willpower and mental limit at the cost of your physical limit, but who cares? You are forced into the astral perception if you are awakened, yes that includes you Mr. Adept. Lasts a long time and has an equally long time before the penalties wears off so as long as you get your run done in a timely fashion you hopefully won’t suffer the penalties.
206
207Longhaul: Do you hate how sleep interrupts your plans? This drug allows your character to keep on going and going and going without any of the pesky penalties of the sleep deprived. However when it finally does wear off you will collapse into a sleeping wreck.
208
209Nitro: What to give a man who has already got his initiative boost somewhere else and wants to now proceed to punch through a brick wall several times without feeling the pain. When you come down 9 unresisted stun damage and a minus two penalty to limits. Good for the few dozen of minutes it lasts.
210
211Novacoke: This drug makes you a better Face. It also comes with several fringe benefits that will definitely be appreciated after the talking is finished. The comedown is hard and extensive, however, so you’ll want to have a good long time to sleep it off afterwards.
212
213Psyche: A favorite for hermetic casters everywhere, this gives you +1 Intuition, +1 Logic, and +1 Mental Limit. It also reduces the penalty for sustained spells down to -1 per spell (from -2 per spell), meaning you can weave roughly twice the spells before sustain penalties become a problem.
214
215The Fun Ones
216
217These are mostly recreational drugs that allow you to add flavor to your character.
218
219Bliss: Feel like getting beaten up is on your agenda and you want to be able to operate a little better after said beat down? Bliss is your drug. However it also comes with a reaction and limit penalty. Very very useful if you have low pain tolerance as it effectively could remove a two dice penalty across the board for a reduction in reaction and your limits by one, but the limit penalty can be brutal.
220
221BTLs: No rules are directly attached to how the chips make you behave. However roleplaying the effects of the chip are highly encouraged if you are playing a slot junkie. Read how the respective chips affect you and act appropriately.
222
223Zen: All penalty all the time. Good for roleplaying or as an addiction, but it hangs on for the better part of an hour so it isn’t ideal for on a run.
224
225Lugging Stuff Around
226
227Use some common sense when carrying stuff around: nobody walks down the street with assault rifles. If you have a Low Lifestyle or higher you can include a backpack or duffel bag to carry your equipment, or may otherwise purchase one for 10 Nuyen. Cars and large vehicles also have extra space to carry additional equipment you may not want to carry in person. Some GMs are sticklers about this sort of thing, and they will assume that if you aren’t carrying it and you don’t have it in a vehicle, the GM will assume your Panther Assault Cannon at your place of residence.
228
229Transportation
230
231How a runner gets around is important. Let’s discuss these options:
232
233Motorbikes
234
235Motorbikes, good personal vehicles which excuse the wearing of helmets and a big old armoured jacket making them far less eyebrow raising. However they aren’t going to be able to carry more than one additional passenger and have limited storage space. Whether it is worth it is your call, but unless you are planning on being the team bus you should be fine.
236
237Dodge Scoot: If you just want to get from Point A to Point B and aren’t too afraid of looking like a complete dork this could do you. It’s affordability is its primary selling point over other vehicles. That and it doesn’t quite scream dangerous criminal.
238
239Harley Davidson Scorpion: Faster than the Scoot and the hardiest motorbike if you feel that your motorbike is going to take damage this is the one with the highest chance of starting up afterwards. Significantly more respectable in the criminal world, but more likely to get some attention from the law. Also most expensive bike.
240
241Yamaha Growler: Off road this bike is excellent, on road less so. Good for losing the heat by going off the beaten track. Also the second cheapest vehicle. Seattle is mainly urban jungle so some clever thinking will have to be performed to make anything of the bikes off road capability.
242
243Suzuki Mirage: Fast and agile, provided you are on a real road where it’s agility is still reasonable but not as impressive. The good thing is in Seattle you have no shortage of real roads. Still relatively cheap.
244
245Cars
246
247The ability to fit a body or some gear into the boot is an ability that definitely has it’s perks. All but the lightest are hardier than even the Scorpion and as a bonus can fit far more gear in them. Some cars are real speed demons which put the bikes to shame, however cars are much larger and may suffer some maneuverability issues that smaller vehicles don’t suffer in tight spaces.
248
249
250The Unremarkables
251
252These cars are nothing too special, they don’t stick out too much and are relatively cheap.
253
254C-N Jackrabbit: The cheapest car brings several of the advantages of the car in a slightly fragile form. If you are strapped for nuyen this is your car.
255
256Honda Spirit: Less agile than the Jackrabbit but both faster and more hardy (if only slightly).
257
258Ford Americar: The only four seater of the unremarkables it has the same flexibility of the Jackrabbit and is the hardiest of all of the Unremarkables. Is two extra seats and extra survivability worth 6,000 nuyen? Almost certainly yes.
259
260Shiny Cars
261
262These cars are of a different caliber to the unremarkables and have a larger price tag to go with it. Noticeable and respectable.
263Hyundai Shin-Hyung: At one quarter of the price of the other speed demon this is easily the more affordable and reasonable to own. And in fact the only one of the two that you CAN own from character generation. Fastest and most agile car out of character generation.
264
265S-K Bentley Concordat: This luxury sedan is hardy, fast and agile. Expect to turn heads, useful for infiltrating a fancy party, but you are almost certainly better off renting one for the occasion due to it’s large price tag.
266
267Trucks
268
269More expensive and larger than their car cousins they are also less likely to break, fit more people and stuff and are often more noticeable than the Unremarkables.
270
271Handling Beasts
272
273Both of these have excellent handling and are capable of going toe to toe with the handling of any vehicle on the ground off road.
274
275Toyota Gopher: With only 3 seats this doesn’t quite fit the role of team bus, however it’s a classic pick-up with decent space and hauling power.
276
277Rover Model 2072: Fancy and expensive. However it definitely can pull of the team bus role with six seats and is hardier than the Gopher. Doesn’t stick out too much in wealthier neighbourhoods.
278
279
280Brutus Maximus
281
282The toughest two trucks with the only difference lying in how noticeable they are both handle the team bus role quite well.
283
284GMC Bulldog: Hardier than either of the handling beasts the Bulldog is also quite a common sight being frequently used as a delivery van.
285
286Ares Roadmaster: Sometimes the comfort of being able to shrug off grenades and weapon fire is better than not sticking out.
287
288Watercraft
289
290Very specialised. If you grab one you are making a statement, may have difficulty finding usage for them in the average run. Not a great choice in Runner Hub games. This isn’t to say water missions won’t happen, just don’t expect one every week or even month.
291
292Aircraft
293
294Expensive in most cases and will come with a lot of unique issues. However will almost certainly open up new avenues to approach runs with. You will likely become well known in the community for getting such a vehicle. Unless you are an experienced runner this should probably not be your vehicle of choice.
295
296Alternative Transport
297
298If you are too cheap to purchase a vehicle you can always find your way around by taking public transport which exists in Bus, Train and Ferry form if you have a Low Lifestyle or higher. Taxis are also affordable for those of Medium Lifestyle or higher. A private driver can be afforded by those with a High Lifestyle or higher. Rented Limousines can be used by those with a Luxury Lifestyle.
299
300If you don’t have the required lifestyle you can pay with the nuyen present on your person for the trips you make.
301
302
303
304
305
306
307
308
309Stuff to Add:
310backpack (kaosjester: covered by lifestyle? If Low or higher, yes-NB) (Touched on)
311Data tap, tag eraser, tags, chips
312Credsticks (kaosjester: do we need runners to manage 5-nuyen expenses? See backpack I feel. -Val)
313Crowbar, flashlight, restraints, glue and lube Climbing gear, miniwelder
314Software
315Tools
316White Noise generator Area Jammer Bug Scanner