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Making an Private Investagator Character

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Lycanyew

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« on: <03-31-11/0212:11> »
As the titles states I'm making an detective character for when my group ever goes down the Mystery route with SR
Not sure what skills or skills groups to get
I already got Pistols, Unarmed Combat, Blades, Thrown weapons, Dodge, Perception with Clue finding specialty, Pilot Ground Craft, Influence Group and Stealth Group
I'm not sure if there's any other skills that would be more appropriate for a detective
if it Matters Human
I haven't given him his gear yet and given 7 contacts (30BP)
Any suggestions?

Xzylvador

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« Reply #1 on: <03-31-11/0818:35> »
I posted my P.I. not so long ago... he's a semi-magical one though.
Analytics and perceptive seem like good qualities for a PI.
Yours sounds a bit heavy on weapon skills, but that depends on the campaign I guess.

CanRay

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« Reply #2 on: <03-31-11/1442:29> »
Contacts are the major place that PIs rule at.

Someone in the Police Department, someone with the District Attorney's Office, someone at the DMV/SIN Registry, someone at the Coroner's Office...  Clerks are great.  They have access to all sorts of information, and no one thinks twice about them.  (I used to be a filing & data entry clerk/researcher for a small office in the Health Department.).

Probably someone streetside, bartenders are good.  Maybe someone keyed in peripherally with the organized crime, like a Runner (Original term for it, not Shadowrunner.).  Fixer of course.

That's all I got right now.
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Lycanyew

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« Reply #3 on: <03-31-11/1641:17> »
I got rid of thrown weapons because I don't see my guy throwing grenade Pistols, Unarmed Combat, and blades is sort of a staple for my characters
I'm curious as if there is any skills active or Knowledge that would good to have
or any thing I should get in gear?
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Lycanyew

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« Reply #4 on: <03-31-11/1650:32> »
Oh yeah I pumped 8 more BP into contact just for people to like me

DesVoeux

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« Reply #5 on: <04-02-11/0247:48> »
If you're getting Unarmed Combat and Blades, why not get the Close Combat skill group so you get Clubs as a bonus?

As noted previously, the Influence skill group and Perception are the two most important skills for a PI. I also like the Stealth skill group for investigators. Finally, go wild on contacts... CanRay's suggestions were excellent.

Recently I ran a game that included an investigator / hacker hybrid, which actually came across as a very natural fit. (And was an incredibly useful team member.)
"No one starts a war; or rather, no one in his senses ought to do so; without first being clear in his mind what he intends to achieve by that war and how he intends to conduct it." - Carl Philipp Gottfried von Clausewitz

CanRay

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« Reply #6 on: <04-02-11/0301:28> »
Secretaries are great.  They hear all kinds of info, and if it doesn't affect their Corp/Department, they're not exactly hesitant to give up the goods.  They might also be into the club scene to get some street-level info.

Have a lawyer.  Always handy!

Taxi Drivers and Bus Drivers are surprising in their own contacts and ability to get information on the movement of people.  Get a cabbie in your pocket that owes you big, and you could have the whole company looking for your target with ease.

I'll say it again:  Clerks.  They're overworked, underpaid, and unappreciated, and have access to almost everything that isn't a secret without having to hack access.

Having another PI as a contact will allow you to almost double your contracts by sub-contracting out the job.  Admittedly, you'll have to pay him/her as well, but that's the cost of doing business.

If you're in Seattle, having a contact in the Passport or Immigration office is a great asset to know if your target is even still in the Sprawl.  Of course, that only works if said target left legally.
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Glyph

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« Reply #7 on: <04-02-11/1854:24> »
Your skill list looks pretty complete.  It would probably be better to get those existing skills at a good level, and afford other things (such as 'ware or adept powers), than to spread yourself too thin.

One thing I would suggest, though, would be the data search skill.

CanRay

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« Reply #8 on: <04-02-11/1922:17> »
A PI is great for a GM as a character as well, due to all the contacts and also the types of jobs they can do.  Just rip off some Hardboiled Detective Novel and go nuts.  There's THOUSANDS of them on the market.  (In fact, there's a store in my city that caters to just mystery novels!).

Also, all those contacts you have, they have YOU as a contact as well.  It's hardly a one-way street when it comes to help.
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John Shull

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« Reply #9 on: <04-04-11/1228:53> »
Private investigators come in many a flavor.  You might want to define how he works a bit first.  Holmes style, akin to many detectives who basically are a copy of Holmes like Nero Wolfe, Gil Grissom of CSI to Daryl Zero, is clues equal and exotic explanation that works out to explain some cleaver bit on how they came to be, throw in some serious deductive reasoning and you have a great cold reader or forensic investigator.  Fans of Criminal Minds will note the profile method to see the crime and describe who could do a crime base on how it was done.  They are students of criminology and research this topic as fun and hobby.  Psyche, TV show, has a Holmes light feel to it where he notices stuff a trained detective would eventually find really quickly and stay a step ahead of the cops that way.  Mentalist is a fun blend of profile/ clue master/ deductive logic with a touch of mesmerism and con man thrown in. 

So going on what you had to start with he seems combat proficient.  Either an ex-police, ex-intelligence service, or ex-military investigator.  Depending on your combat package you go forward with some hand to hand, you wanted blades so probably military or intelligence.  Police use batons much more and honestly the P.I. probably may want that more than the knives as it is a much better way to deal with most his issues.  I.E. cheating husband comes running out after he catches you catching him with secretary and you don't want to blade him do you.  Blades are only good at making dead people wear the batons make much more useful KO'd people.  Weapons had pistols but not shotguns and heavy automatics so its more like a federal agent who doesn't go on raids. 

Now that he is a IRS investigator or some such who struck out to find his place out in the Private Investigator field.  You can build up his contacts from that background.  IRS auditor contact would have a nice skill set to help out our PI.  Also we can think he might have forensic accounting skill.  Knowing where the money comes and goes gets you through 90 percent of figuring out what happened anyway.  A Hacking contact to get the info to look at would be good or make him a hacker himself.  Most PIs do better with guile and stealth and that is probably where you want the meat of your remaining points to go.  Electronics and/or Negotiation are key and if he likes to breeze in the back way with his mag lock pass key, plant bugs, plant RFID tags, use the cool laser mic, or fast talk the secretary then he should buy in to this hard.  A advantage rarely bought but valuable to me is the generic look, a real advantage to people following and asking around about other people.  After that you need a good vehicle that doesn't stick out but gets the job done, maybe souped up and some armor.   A office that has a escape route wouldn't be a horrible idea. 

Going over what you outlined this is a fair beefed up outline to what you were thinking about.  If you want to be more Kreskin about it than just the facts electronics guy you can do some sweet things with Physical Adepts but these guys are less like the Hard Boiled Sam Spade types from the old school.
Opportunities multiply as they are seized.  --Sun Tzu

CanRay

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« Reply #10 on: <04-04-11/1232:19> »
Or, you can be like Jim Butcher's Harry Dresden.  Or Glen Cook's Garrett.  Both of which could be easily dropped into Shadowrun with barely a turn of a head.

And hate hats.
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Triggvi

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« Reply #11 on: <04-04-11/1944:35> »
I did a ex-lone star cop the became a P I. Knight Errant took over the contract an hired most of the lone star staff and he didn't want to be part of ares. He is a social adept that uses intimidation and stun weapons. Stun baton and yamaha pulsar. Using the adept powers to increase perception. The trick is to make him more perceptive than warrior.

Have contacts like a forenics man and police or Knight errant contacts. More contacts the better and the social skills to question and the science skills to put the pieces together.
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John Shull

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« Reply #12 on: <04-05-11/0018:13> »
I was thinking about having a character that was a Lonestar deep cover operative who infiltrated the Yaks or Vory and then was left twisting in the wind when the KE boys took over in Seattle.  Star wouldn't pull him or share him.  They want to keep him in place for when they get the city back.  So you can have a detective working on the inside of organized crime but still fighting the cops.  Great starting position for a character.
Opportunities multiply as they are seized.  --Sun Tzu

Triggvi

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« Reply #13 on: <04-05-11/0042:41> »
I was thinking about having a character that was a Lonestar deep cover operative who infiltrated the Yaks or Vory and then was left twisting in the wind when the KE boys took over in Seattle.  Star wouldn't pull him or share him.  They want to keep him in place for when they get the city back.  So you can have a detective working on the inside of organized crime but still fighting the cops.  Great starting position for a character.

That sounds really cool. The P. I. (Lenny) I did was very effective. He gave everyone a run for there money. The stun baton and pulsar very extremely effect and non lethal in combat. The social skills made him great at legwork and his old lone star buddies that now worked for Knight Errant gave him some really up to date contacts with a fair degree of clout.

He was a social adept with assensing and 5 levels of enhanced perception, eidetic sense memory, Astral perception, improved sense (smell), improved reflexes 1, Kinesics 1,Multi-Tasking, Three-Dimensional Memory.
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John Shull

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« Reply #14 on: <04-06-11/0830:51> »
The adept way is a really solid way to go.  It gave you a great skill set and it is not hackable by the opposition if you have that worry.  Make sure to make the character net friendly.  Using tech gets info to your teamers, searches on locales, suspects, etc.
Opportunities multiply as they are seized.  --Sun Tzu

 

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