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Totally Mundane?

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MijRai

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« Reply #30 on: <04-20-16/2009:49> »
You're acting like there wouldn't be penalties, but okay Hobbes. 

And a mundane not wanting 'ware for whatever reason isn't all that special snowflake.  If you want to go there, every Shadowrunner is a special snowflake criminal. 

You know what a mundane Face/Infiltrator could spend all that nuyen on? 
Lifestyles
Identities (SINs and Licenses)
Disguise Gear (All the uniforms you can think of)
Contacts
Safe-Houses
Equipment (high quality B&E isn't cheap)
Bribes
Etc.

There's plenty of things to spend your nuyen on if you think about it. 

As far as 'why would people ever hire a mundane person instead of a cyber or magicked one' comments...  How would they know the guy has nothing in him?  How would that be a problem if he gets the job done?  I mean, look at Spade's dude.  That one is close to a Rating 5 Professional without any augmentations.  Sure, the Rating 5 Professional IS a little better, but he can hold his own at the least.  That is a completely viable shadowrunner build right there, at combat, physical AND social stuff.
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

firebug

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« Reply #31 on: <04-20-16/2058:54> »
As far as 'why would people ever hire a mundane person instead of a cyber or magicked one' comments...  How would they know the guy has nothing in him?  How would that be a problem if he gets the job done?  I mean, look at Spade's dude.  That one is close to a Rating 5 Professional without any augmentations.  Sure, the Rating 5 Professional IS a little better, but he can hold his own at the least.  That is a completely viable shadowrunner build right there, at combat, physical AND social stuff.

I assume a Johnson gets a dossier about the runners from their fixer and doesn't just blindly say "Alright Fixer, get me a team for X."  I'm just saying, it takes a lot of trust that someone in a field dominated by cyborgs and wizards who chooses to be neither has what it takes to do it on pure skill and grit.  Fresh blood just isn't going to get that kind of trust.

That said, Jack Spade's character is a great character who fulfills the Face roll aptly and is no pushover in combat, so I have to say, point proven.  There's things I don't like about it (1 LOG makes me uncomfortable, and he has a lot of skill with Assault Rifles but only carries a taser) but they are very minor.

EDIT:  To explain my first point more, if I'm looking through my dossier of new talent, and see two combat specialists, one who is known to have wires, plating, and all that shit, and someone who doesn't...  In-game, people don't know all the PCs are built on the same point value.  They don't know "Well this guy must make it up elsewhere!"  There's roles, like Face, where what kind of upgrades you've got in your flesh doesn't matter as much, though.  I'm just saying I'm not being completely illogical.
« Last Edit: <04-20-16/2106:59> by firebug »
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Coyote

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« Reply #32 on: <04-20-16/2254:05> »
I assume a Johnson gets a dossier about the runners from their fixer and doesn't just blindly say "Alright Fixer, get me a team for X."  I'm just saying, it takes a lot of trust that someone in a field dominated by cyborgs and wizards who chooses to be neither has what it takes to do it on pure skill and grit.  Fresh blood just isn't going to get that kind of trust.

Well, if it is fresh blood, then it's reasonable that nobody would have much of a dossier on the character, or place much trust in the character's abilities... cyberware or no cyberware. After all, if it's a new street sam... how does the Johnson know that the sam is properly cybered? The sam won't have much of a street rep, if any. So a fresh blood mundane character is just as untrusted as everyone else.

And after the character has a street rep, well, if the character is successful in his runs, people tend to accept results more than stats. Just as an obvious example, in one corner we have cybered up Street Sam "Rabid", with some really really great combat stats, some drugs, etc, who happens to have some really bad Qualities that make him a bad team member. Like basically being an idiot screw-up. In the other corner, we have a consummate professional who is a well-equipped, intelligent, and careful mundane operative. Even if the street sam could cut up the mundane operative easily in combat, I'd much rather have the mundane on my team. And, in the world of Shadowrun, how do you know who is dumb and who is smart? By their results, not by their 'ware.

So, in the end... a mundane newbie is no worse off than a cybered one, and a veteran shadowrunner is judged more by their results than their ware.

Jack_Spade

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« Reply #33 on: <04-21-16/0324:15> »
@Firebug

LOG 1 seemed fitting for a character that refuses any augmentation and/or drugs and still wants to participate on shadow runs  ;)
The character as built in the need for cash (Debt, Driven, Creature of Comfort) and the ability to get good prices and favorable deals (Consumate Professional, 15 base dice) - that alone should make her a high valued asset to the team.
Not to mention that through Leadership she can enhance the performance of the other team members in almost all regards. The summoner will love her just as much as the HotF decker.
This is no character for solo runs, but in a team this one can augment the overall performance greatly - not unlike a bard in D&D.


Not having a real weapon with her is part of the concept: If she needs one, she disarms an opponent and afterwards discards the weapon. Shock frills will do the rest.

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FST_Gemstar

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« Reply #34 on: <04-21-16/0331:11> »
I think such a character type has to choose qualities carefully, as they become more definitive. More viable in less high-powered campaigns, but I think can create some great RP opportunity. Generalizing here, but I think having more mundanes are great for a more cybperunk-noir over a cyberpunk fantasy feel.

Character Types that come to mind (though probably not as optimized as a 'wared/magicked/techno'd character) below.

Face alternates: These options can work as team faces. They take a hit to "natural" social rolls that are offset by other perks/areas of focus.
- Richie Rich: Running the shadows for the thrill, fun, to piss off parents, etc.  Is probably not the most competent, but brings some nuyen perks when you need them. Knows a lot about high society. Skill Focus: Influence Group, (odd skills),  Qualities: Fame, Privileged Family Name, Trustfund, Friends in High Places, Too Pretty to Hit. Notable Gear: Nice lifestyle(s), fancy clothes, cool ride, assisting drone, tool shops, etc. 

-PI/Ex-cop/Ex-Military: Vast Network of contacts both legit and shady. Not afraid to be intimidating. Knows a lot about gangs, syndicates, cops, security, and government. Skill Focus: Leadership/Intimidation, Influence Group, Combat. Qualities: Disgraced, City Slicker, Rank, School of Hark Knocks, (Better to be Feared Than loved), (Profiler).

-Ghost: A social infiltrator that is not meant to be remembered or found. Nothing marked out of the ordinary. Skill focus: Acting Group, Stealth Group. Unarmed/Small Arms/Unique weapon. Qualities: Erased, Blandness, (Human Looking), First Impression, Natural Athlete, Consummate Professional .  Gear: B&E.

-Gambler: I might also classify a gambler as a social infiltrator, but has a reputation to maintain. Knows a lot about hip places, key personalities, Games (gambling and confidence). Can't be kicked out of places for magical or technological advantage. Skill Areas: Palming, Acting, Influence, small arms. Qualities: Lucky, Common Sense, Barrens Rat, Speed Reading, Photographic Memory, (Profiler), Solid Rep.


Survivalist: No 'ware because of nature and stuff. Better suited for campaigns that may take you out of the city more often when having someone who knows the outdoors can be helpful. Skill Focus: Archery/Clubs, Outdoors Group, Athletics, Diving/Freefall. Qualities: Animal Empathy, Outdoorsman, Hawkeye, Natural Athlete. Quick/Uncanny Healing. Notable Gear: Diving Suit, Climbing Gear, off road vehicle.


Old School Pilot/Driver:  Trusts instincts more than data. AR pilot/gunner/driver with high edge. Skill focus: Pilot/Gunnery, long-range combat, Qualities: Steely-Eyed Wheelman, Vehicle Empathy. Gear: Awesome Van/copter.


Daredevil: Temperament can range from the  antisocial to the more care-free roguish.This character has no need for magic/ware, as he/she is fueled and rewarded for passion (and high edge)! Believing makes it happen! Skill Focus: Combat, (Other Showy skill [performance, gymnastics, escape artist, etc.])  Qualities: Revels in Murder, Daredevil,Poor self control: thrill seeker,  (antipathy).
« Last Edit: <04-21-16/1112:34> by FST_Gemstar »

Rift_0f_Bladz

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« Reply #35 on: <04-21-16/0847:27> »
Your face has over 25 karma in PQs, so this wouldn't work as a starting runner, unless you saved ~4 karma and bought either of the 2 karma PQs afterwards.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

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FST_Gemstar

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« Reply #36 on: <04-21-16/1113:35> »
Your face has over 25 karma in PQs, so this wouldn't work as a starting runner, unless you saved ~4 karma and bought either of the 2 karma PQs afterwards.

The lists are just ideas/options to pick from.

Mirikon

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« Reply #37 on: <04-21-16/1118:49> »
I create characters for fun,its a sad thing i know, lol.

I was curious about making a character that wasn't cyber, or magical in any way, just ultra normal, all skills and attributes.
Anyone ever played one?  I just wonder how viable it would be at all.  Just a normal human, would he be roadkill?
I've done this before a couple times, back in 4e. One was a Face, and the other a hacker that spent all their time in VR (paid for the hospitalization lifestyle). It is doable, though. No one really expects the Face to be uber in a fight, after all.
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Rift_0f_Bladz

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« Reply #38 on: <04-21-16/1239:13> »
Your face has over 25 karma in PQs, so this wouldn't work as a starting runner, unless you saved ~4 karma and bought either of the 2 karma PQs afterwards.

The lists are just ideas/options to pick from.

Ah, ok. I would add in Adrenaline Surge and Lucky as well.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

All4BigGuns

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« Reply #39 on: <04-21-16/1322:24> »
Here is a perfectly usable 100% mundane combatant character. A bit of tweaking to switch Aptitude for Lightning Reflexes would help him, but he'd work just fine as-is.

Quote
Real Name:   Jack Valance
Street Name:   Snake
Age:      36
Height:   6'2”
Weight:   175 lbs.
Hair:      Brown
Eyes:      Brown

Metatype (Priority D)
Human (3)

Magic (Priority E)
Mundane

Attributes (Priority A – 24 points)
Body      3
Agility      5
Reaction   6
Strength   3
Willpower   3
Logic      4
Intuition   5
Charisma   3
Edge      5
Essence   6.0

Derived Attributes
Initiative   11 + 1d6
Composure         6
Judge Intentions      8
Lift and Carry   45 kg / 6
Memory         9

Mental Inherent Limit:   6
Physical Inherent Limit:   5
Social Inherent Limit:   5

Skills (Priority B – 36/5) (+19 Karma)
Athletics Skill Group         5
Pistols (Semi-Automatics)      6
Longarms (Sniper Rifles)      7
Blades               4
Sneaking            4
Perception            4
Etiquette            2
Armorer            5
First Aid            2
Pilot Ground Craft (Wheeled)   3   [Gained via Karma]

Knowledge Skills (18 Free Skill Points + 2 Karma)
Military            4
Business            3
Police Procedures         2
History            2 [Increase to 2 with Karma]
Club Music            2
Firearm Design         3
Sprawl Life            3

Negative Qualities
Sensitive System (12)
Sinner [National – CAS] (5)
Prejudiced [Awakened – Biased] (3)
Allergy [Mild, Pineapple] (5)

Positive Qualities
Aptitude [Longarms] (14)

Resources (Priority C – 140,000) (+10 Karma – 20,000)
Survival Knife – 5 Acc, 5P, -1 AP                  100
Colt Government 2066 – 6 Acc, 7P, -1 AP, SA, 14(c)         425
5 Spare Clips [Regular Ammo]               165
5 Spare Clips [APDS Ammo]               865
5 Spare Clips [Stick-n-Shock Ammo]            585
Silencer                        500

Ruger Super Warhawk – 5 Acc, 9P, -2 AP, SS, 6(cy)         400
60 Regular Ammo                     120
30 APDS Ammo                     360

Remington 950 – 7 Acc, 12P, -4 AP, SS, 5(m)            2,100
30 Regular Ammo                     60
30 APDS Ammo                     360
Imaging Scope                     300
Vision Magnification                        250
Low Light Vision                        500

Defiance T-250 – 4 Acc, 10P, -1 AP, SS/SA, 5(m)            450
40 Regular Ammo                     80

Outfit of Nice Clothing                     100
Leather Jacket – 4 Armor, Chemical Protection 4            1,300
Lined Coat – 9 Armor, Nonconductivity 4, Chemical Protection 4      2,900
Actioneer Business Clothes – 8 Armor               1,500

Erika Elite Comm-link                     2,500
AR Gloves                        150
Subvocal Microphone                     50
Contact Lenses – Rating 3                     600
Image Link                        25
Flare Compensation                     250
Flashlight                           25
Survival Kit                           200
Medkit – Rating 6                        1,500

Middle Lifestyle – 7 months                     35,000
Low Lifestyle – 5 months                     18,000
Special Work Area                     --------
Extra Secure                        --------
Armorer Facility                     50,000
Fake SIN – Rating 4                        10,000
Fake License – Rating 4 [Weapons Permit]            800
Fake License – Rating 4 [Driver's License]            800
Fake License – Rating 4 [Vehicle Registration]         800

Toyota Gopher                        25,000
5/5 Hand, 4 Spd, 2 Accel, 14 Bod, 12 Armor, 1 Pilot, Sensor 2, Seats 6

Contacts (9 Free Karma + 5 Karma)
Fixer – Connection 4   Loyalty 3
Police Detective – Connection 3, Loyalty 4

Total Gear Cost:      158,570
Starting Nuyen:      1,700 + 880 = 2,580
Karma Remaining:   0
« Last Edit: <04-21-16/1325:35> by All4BigGuns »
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen